|
Post by meribson on Sept 14, 2017 17:00:37 GMT
I'd have to do it later, but could I help try to create a little bit of a language for the Y'ch A'wah? Conglanging? Sign me up!
|
|
|
Post by DM Lord Neptune on Sept 14, 2017 17:01:23 GMT
5. Do they have a favored habitat (mountains, deserts, etc.) or are they adaptable and ubiquitous? What is the cause of this? What is the effect of this?They prefer to be underwater, but have the ability to be above ground. - joatmoniac I think I'll try adding to this. The Y'ch A'wah are fairly adaptable to any aquatic environment and most are able to adapt to land unaided. Their main preference is the shallow waters of the ocean, around up to around 200 meters below the surface, still enough to see in the euphotic (sunlight) zone: But they are known to also have some settlements below the euphotic zone, even some into the aphotic (midnight) zone, also known as the Underdeep. The dysphotic (twilight) zone tends to see a mix of all subraces and is actually the zone that the largest Y'ch A'wah city of Y'wah T'k is located. Only the squid-like Abyssal Y'ch A'wah find their home in the Underdeep. The Reef Y'ch A'wah tend to be the subrace that most interacts with the world of the Land Dwellers since they tend to stay within the euphotic zone their whole lives, sometimes even venturing to the surface. There have also been examples of Reef Y'ch A'wah making a home inland in or near a large lake. For some of these nomads, they see walking on land with their tentacles as a somewhat spiritual experience, as it shows to their adaptability to all they encounter. Some of these nomads even seek the life of adventure, walking the land for days or weeks at a time without immersing themselves in water at all. Once they do encounter water deep enough to accommodate their unique body, they tend to revel in it. To the Reef Y'ch A'wah, nothing can replace the feeling of being fully surrounded by water. The Desert Y'ch A'wah, those who dwell in the open ocean, tend to never come ashore. They have all the capabilities of doing so, much like the Reef Y'ch A'wah, but just choose not to. The closest they come is to spend time with those on boats who travel through their waters. If there is a particularly dangerous area of ocean to travel through, they might even send for a large ship to take them across that spot instead of spending weeks traveling around it. These Desert Y'ch A'wah tend to keep to their tribes, however, and are almost constantly on the move. Both males and females have a place in these tribes for the Desert Y'ch A'wah, since this area of the ocean tends to be so much more dangerous that it seemed to them like a bad idea to thin their numbers. This has allowed them to survive where other, normal tribes of Y'ch A'wah have perished. The Abyssal Y'ch A'wah, those who dwell most in the Underdeep, have no capability to walk on land, and even have a difficult time closer to the surface of the ocean. Their more squid-like appendages have allowed them to adapt more to the higher pressures of the Underdeep and they still find themselves comfortable still in the twilight zone of the oceans. Above that, they will feel bloated and light headed, but they never have a reason to go above the twilight zone simply because their sworn mission and, what they feel, their sole existence is in the Underdeep, protecting against the aboleths. It's because of this adaptability to darkness that their dark vision is nearly double that of their other brethren. Also, because of their body structure, they are completely incapable of holding themselves up on land and require an underwater environment to move. They can still breathe air like all Y'ch A'wah, but that doesn't mean they like it at all. Having said this, there are a couple noteworthy exceptions. The greatest exception, however, is that some Abyssal Y'ch A'wah artificers have created some magical talismans that provide a limited flight and artificial pressure field around the user's entire bodies, which has multiple advantages: they can more easily glide through the water without expending effort, but also they are capable of moving about on land, gently floating above the ground as if they were still floating underwater. Their speed is reduced on land with this talisman, but still, some have taken to using them to escape the life of constant battle against these monsters of the Underdeep, instead living their lives out on land or in the more sunny zones among the Reef Y'ch A'wah that would have them.
|
|
|
Post by tigrannosaurus on Sept 15, 2017 6:06:31 GMT
5. Do they have a favored habitat (mountains, deserts, etc.) or are they adaptable and ubiquitous? What is the cause of this? What is the effect of this?They prefer to be underwater, but have the ability to be above ground. - joatmoniac I think I'll try adding to this. The Y'ch A'wah are fairly adaptable to any aquatic environment and most are able to adapt to land unaided. Their main preference is the shallow waters of the ocean, around up to around 200 meters below the surface, still enough to see in the euphotic (sunlight) zone: But they are known to also have some settlements below the euphotic zone, even some into the aphotic (midnight) zone, also known as the Underdeep. The dysphotic (twilight) zone tends to see a mix of all subraces and is actually the zone that the largest Y'ch A'wah city of Y'wah T'k is located. Only the squid-like Abyssal Y'ch A'wah find their home in the Underdeep. The Reef Y'ch A'wah tend to be the subrace that most interacts with the world of the Land Dwellers since they tend to stay within the euphotic zone their whole lives, sometimes even venturing to the surface. There have also been examples of Reef Y'ch A'wah making a home inland in or near a large lake. For some of these nomads, they see walking on land with their tentacles as a somewhat spiritual experience, as it shows to their adaptability to all they encounter. Some of these nomads even seek the life of adventure, walking the land for days or weeks at a time without immersing themselves in water at all. Once they do encounter water deep enough to accommodate their unique body, they tend to revel in it. To the Reef Y'ch A'wah, nothing can replace the feeling of being fully surrounded by water. The Desert Y'ch A'wah, those who dwell in the open ocean, tend to never come ashore. They have all the capabilities of doing so, much like the Reef Y'ch A'wah, but just choose not to. The closest they come is to spend time with those on boats who travel through their waters. If there is a particularly dangerous area of ocean to travel through, they might even send for a large ship to take them across that spot instead of spending weeks traveling around it. These Desert Y'ch A'wah tend to keep to their tribes, however, and are almost constantly on the move. Both males and females have a place in these tribes for the Desert Y'ch A'wah, since this area of the ocean tends to be so much more dangerous that it seemed to them like a bad idea to thin their numbers. This has allowed them to survive where other, normal tribes of Y'ch A'wah have perished. The Abyssal Y'ch A'wah, those who dwell most in the Underdeep, have no capability to walk on land, and even have a difficult time closer to the surface of the ocean. Their more squid-like appendages have allowed them to adapt more to the higher pressures of the Underdeep and they still find themselves comfortable still in the twilight zone of the oceans. Above that, they will feel bloated and light headed, but they never have a reason to go above the twilight zone simply because their sworn mission and, what they feel, their sole existence is in the Underdeep, protecting against the aboleths. It's because of this adaptability to darkness that their dark vision is nearly double that of their other brethren. Also, because of their body structure, they are completely incapable of holding themselves up on land and require an underwater environment to move. They can still breathe air like all Y'ch A'wah, but that doesn't mean they like it at all. Having said this, there are a couple noteworthy exceptions. The greatest exception, however, is that some Abyssal Y'ch A'wah artificers have created some magical talismans that provide a limited flight and artificial pressure field around the user's entire bodies, which has multiple advantages: they can more easily glide through the water without expending effort, but also they are capable of moving about on land, gently floating above the ground as if they were still floating underwater. Their speed is reduced on land with this talisman, but still, some have taken to using them to escape the life of constant battle against these monsters of the Underdeep, instead living their lives out on land or in the more sunny zones among the Reef Y'ch A'wah that would have them. This. Is. Awesome.
|
|
|
Post by meribson on Sept 15, 2017 13:14:12 GMT
Started up a thread for the conlang, thus far I only have the sounds from the race name as well as the first part of the goddess's name broken down to leave it open to other participants.
|
|
|
Post by DM Lord Neptune on Sept 17, 2017 14:28:34 GMT
C: I'm just going to throw out a given: Darkvision. Each sub race has this at 60ft, but the Abyssal Y'ch A'wah would have double the distance, 120ft, due to no light being down where they live.
Also, we have three sub races here, for ability score modifiers? I'll submit the following for approval: Reef Y'ch A'wah: +1 CHA due to their dealings with the surface folk. Desert Y'ch A'wah: +1 CON due to their dealings with heavier storms and harsher nomadic lifestyle. Abyssal Y'ch A'wah: +1 STR due to the pressures where they live and the warrior based culture fighting against the aboleths.
Really, though, these could be argued any way. I went back and forth a lot myself on them, even. And this assumes a +2 INT, WIS or DEX from answer "A".
|
|
|
Post by meribson on Sept 21, 2017 15:58:58 GMT
6. Population size. Worldwide, do they number in the millions? Tens of thousands? Less? Why? Depends on the subrace. The Abyssal Y'ch A'wah number roughly two million (give or take a few hundred thousand) centered around the oceanic trenches with perhaps half as many spread throughout the rest of the lightless depths. According to their sages, they once had an empire spanning the entire ocean floor until the aboleths descended from above. Now they live mostly live in smaller warbands patrolling their chosen territories hunting down any sign of their sworn enemy. In addition, they also must contend with the vile kuo-toa, who seem obsessed with taking their shrines and ruins for themselves. The Desert Y'ch A'wah are much more populous, and in fact they are the most abundant of the subraces with well over ten million individuals. Having little contact with most other races (being one of the only race that prefers the ocean desert) means that the tribes have contact with each other more often than not. Many tribes have long-standing, ancient "breeding treaties" that tie in with trade. Essentially, it is a combination of multiple arranged marriages and trade agreement. In addition to material goods that a tribe has that another needs (and vise versa), multiple members will go from one tribe to another to ensure diverse family lines. Lastly the Reef Y'ch A'wah range somewhere in between the other two, their populations being the most in flux. Wars will be declared, on a not uncommon basis, against sahuagin, grindylows (think goblins with the body plan of Little-Mermaid' Ursala, and with the fey type instead of humanoid), Land-Dweller pirates, or anyone else that has angered either them or Itch'khk.
Wasn't sure where else to put this, so I'm adding it here. The Abyssal Y'ch A'wah that live in the midnight/aphotic zone do not worship Itch'khk. Instead they worship entities called Nyriok. A merfolk explorer once described nyriok as being to goblin sharks what a mighty dragon is to a tiny lizard. Far larger, possessing an intellect that rivals the aboleth and powers over darkness that block more than sight, but sound, smell, even thoughts and magic. Worshiped as god-kings, each Nyriok rules over dozens, if not hundreds, of Y'ch A'wah warbands.
|
|
|
Post by meribson on Oct 1, 2017 20:07:49 GMT
Double post, I know, but seeing as how it's been over a week...
Let's get the stat blocks finalized.
Ability Scores. You receive a +2 bonus to Intelligence. Size. Your torso and arms have similar proportions to dwarves, though you are not as broad or solid, while your tentacles vary between three quarters the length of your torso to twice as long. Your size is Medium. Speed. While you can move about out of water on your tentacles at a speed of 25 feet, you are far more adept at moving underwater. You have a swim speed of 40 feet. Age. Most Y'ch A'wah that feel the call of the currents of adventure set out around the time they are 60. Provided you are not killed beforehand, you can be expected to live up for 400 years. Darkvision. Accustomed to less light than humans, Y'ch A'wah can see in dim light out to 60 feet as if it were bright light and darkness as if it were dim light. Tentacles. When you can bring your tentacles to bear, you gain advantage on all grappling checks. Subrace. Three distinct subraces of Y'ch A'wah exist. Choose from Abyssal Y'ch A'wah, Desert Y'ch A'wah, and Reef Y'ch A'wah. Languages. You can speak, read and write Y'cha'w. Additionally, you gain an additional language based on your subrace.
Abyssal Ability Scores. You gain a +1 bonus to Strength. Deeper Darkvision. Far from the light of the sun, Abyssal Y'ch A'wah have darkvision out to a range of 180 feet. Light Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, your target, or whatever you are trying to perceive is in bright light. Ink Burst. While your skin lacks the color changing abilities of your shallow-water cousins, you do possess an ability that they lack. Once per short rest, you can release a cloud of ink blessed by the Nyriok. Centered on yourself, all creatures within a 30 foot radius are blinded for two rounds before the ink cloud dissipates. Water-Bound. Unlike Desert and Reef Y'ch A'wah, you are unable to walk on land. Languages. You can speak, read, and write Deep Aquan.
Desert Ability Scores. You gain a +1 bonus to Constitution. Long Swimmer. Your swim speed is 50 feet; in addition, you gain advantage on the first four Constitution saves when traveling for more than 8 hours. Master Swimmer. Once per long rest you may gain advantage on all Dexterity (Acrobatics) and Strength (Athletics) checks related to tricks while swimming (IE: surface jumps, sharp turns, difficult maneuvers, etc.) for the encounter. Languages. You can speak, read, and write Aquan.
Reef Ability Scores. You gain a +1 bonus to Charisma. Camouflage. You can change the color and texture of your skin to match your surroundings as an action. While camoflaged in this way, all creatures have disadvantage on Perception checks to see them until the Y'ch A'wah moves or takes another action. You cannot use this ability while wearing heavy armor. Languages. Choose either Sea-Common or Land-Common. You can speak, read, and write that language.
Critique from the more mechanically inclined would be much appreciated.
|
|
|
Post by DM Lord Neptune on Oct 2, 2017 2:21:50 GMT
I was trying to find a good picture for the Abyssal Y'ch A'wah and this is the best I could find. More squid like lower half, less prominent head tentacles (as that would interfere with their battle skills slightly), but still generally the same look as the other Y'ch A'wah species. I really like the way this race has evolved on the forums here. Great work, everyone!
|
|
|
Post by tigrannosaurus on Oct 5, 2017 9:44:46 GMT
Again an awesome pic.
I really like the idea of this being a complex race with, at each of these strata, both ravenous roving war bands who would mess you up as well as noble guardians who would help you out.
Kinda like humanity you would always be wondering which sort you'd run in to.
It has a vibe like the Githyanki Githzerai to it with all the epic lore that goes along with it. Cannot wait to put them in game - have them on the world map, just need to hook the players and reel them in =]
|
|
|
Post by 00dlez on Oct 5, 2017 13:32:24 GMT
I really like the idea of this being a complex race with, at each of these strata, both ravenous roving war bands who would mess you up as well as noble guardians who would help you out. Kinda like humanity you would always be wondering which sort you'd run in to. It could also be very "stratified" where those from the upper most layer are more helpful/friendly/noble guardian types. Those in the middle tier are more indifferent - not helpful, but give warning not to delve deeper. The deepest most layer would be the marauding bands of evil kin - a tolerated necessity to protect egg nests, queens and kings, as well as the secrets of the race.
|
|
|
Post by finallyfoundahobby on Oct 9, 2017 2:28:40 GMT
10: famous members/ 8: racial interactions- sworn enemies of the Kuo Toa.
Kil'leki Priestess of the Tides and the summoning of Makkala The Sea's Grasp.
500 years ago, the Y'ch A'wah were locked in a decade long war against the Kuo Toa for dominion over the seas of Dayimbe. Both races had flourished, crowding the waters, and so fought bloody battles in the depths over territory. The tide swiftly turned against the Y'ch A'wah as Cloplilopdod, high priest of the Sea Mother of the Kuo Toa, led his people in a great ritual. Out of this ritual was birthed a terrible and destructive force- a Leviathan of epic size. The Leviathan ground the Y'ch A'wha's fortified reefs to sand and the race seemed all but doomed. The Y'ch A'wah put their last hope in the Priestess of the Tides, Kel'leki. Kil'leki brought the remnants of her people to the Watery Gate at the bottom of the Great Wound in the sea floor. There she sacrificed 10 of her warriors to open the gate and call forth Makkala, the Sea's Grasp, a colossal Kraken. Makkala agreed to meet the Leviathan in battle in return for her passage to the material plane. The battle leveled underwater mountains and raised new islands in its tumult, but in the end Makkala was victorious. The Y'ch A'wah celebrated the victory and pleaded with Makkala to stay and guard them against future harm. But Makkala withdrew to the depths, not without some affection for a people kindred to herself, but still with allegiance to nothing but her insatiable hunger. And there she lies still, somewhere in the dark waters of Dayimbe, plotting and ever hungry.
|
|
|
Post by DM Nim ToastHater on Oct 14, 2017 0:47:33 GMT
11. Extra stuff. Feel free to add any pertinent information about this race. (multiple entries) I had this laying around, for an underwater race. Started but didn't finish. With subraces based on the Octopus, Squid, and Cuddlefish.
|
|
|
Post by rorrik on Nov 17, 2017 5:39:25 GMT
1. Name of the race, name of subraces? Y'ch A'wah. Pronounced Itch Ow-ah. In honour of Rich Howard. The king of underwater gaming. I should add that these are phoentic elements i believe can all be made with the vocal equipment a dolphin has. percussive clicks and elongated whine / squek type noises. I hope Rich doesn't mind! - tigrannosaurus 11. Extra stuff. Feel free to add any pertinent information about this race. (multiple entries)If their language uses dolphin sounds, this could imply a number of things: - They may be able to communicate while "shouting" as far as a quarter mile or even more in shallow water or channels.
- There language will have highly limited sound diversity, meaning their vocabulary will be limited and words very long. Phrases will be clunky, long, and slow.
- The language is extremely hard to learn. Not only are the sounds hard to make, but they must be repeated in exact and long sequences, at high speed for any native speaker to have the patience to listen.
|
|
|
Post by Mariok Soresal Hillick on Jan 6, 2018 2:37:50 GMT
I decided to put all the conlang work for this race on this one this one post in the Y'ch A'wah thread. So, anyway, here it is:
In any case here are the words that we currently have: Y'ch A'wah (pronounced Itch Ow-ah) Rengurar Y'wah T'k Itch'khk
For the names of individuals we have: Mer'la
So let's break down the sounds [Y'] produces an IT [A'W] produces an OW [CH] and [AH] both sound as they do in English
However, the first half of the word Itch'khk is spelled the way that Y'ch is pronounced, meaning that when spoken it sounds differently than in English. For that reason, I am saying that produces a long-i as in die.
List of Sounds y' itchy a'w ouch ch change ah ah i die
So I think the grammar should have the following cases (in word order):
Verb (always the first word in the sentence) Predicate Nominative Ablative: everything else that the following cases don't follow, like in Latin In/On/By the side of Instrumental Dative Accusative Nominative Vocative
I think though, that everything should be known by the word order above, except for the ablative case, which would use declensions I think. Anyway, so let's say the verb to-be and the verb to-have are the same word and it's: "Iieh'a'w", and "I" is: "Y'ch". So I am an Y'ch A'wah would be:
Iieh'a'w Y'ch A'wah ych.
Note: Iieh is a sound that humans can't make, so when a human speaks it, one should pronounce it like an i and then a French r. Or, in the International Phonetic Alphabet, like this: /īX/ or something like that (I don't really know the IPA very well!)
|
|
|
Post by tigrannosaurus on Feb 7, 2018 10:19:35 GMT
Last session my players sailed out beyond the Bastion Reefs into the middle of the ocean, boarded their apparatus of Kwalish and began their Descent into Midnight.
They are enroute to the blackest deeps in order meet the Y'Ch A'Wah and divine what these mysterious octopeople know of the BBEG of our campaign. Next session will be a blast.
Mad props to all for bringing this one to life!
|
|