Exercise 2.0 #012 - Little Green Verdan
Dec 9, 2020 21:47:38 GMT
rorrik, letterlost, and 1 more like this
Post by joatmoniac on Dec 9, 2020 21:47:38 GMT
Blockheads, I'm back! Life showed up in a big way, but we can't let our mental muscles atrophy.
Let's tie back to Episode 199 Alien Life with the ever amazing umbralwalker and build an alien race for Dayeimbe and any other world!
The title ties back to the Verdan from Forgotten Realms and the exercises echoes the amazing DM-Nastics 50 from long ago.
As with other "builder" DM-Nastics, choose one of the entries below and fill it out. If you've already contributed to the thread and the build seems to be stalling, feel free to pick up another entry. That said, most entries can have multiple submissions. Use your best judgment about adding to an entry that's already been filled. All questions posed under each entry are only suggestions. Include whatever information you feel like writing!
Entries marked (X) have been filled. * indicates an entry that could be expanded on. Entries with neither mark have no submissions.
(X)1. The Siluri
(TIL Catfish are also known as Siluriformes. Also Nematognathi, which is an -amazing- subrace/tribe name) - dmsneakyt
(X)2. Origin
: Sneaky indicated that they come from a water world and implies that travelling to other worlds is something they do often. They do not come to settle on these other worlds through interstellar travel on the prime material plane, but rather by accessing the Elemental Plane of Water and traversing it in their craft specialized for filtering and oxygenating water. This protects them especially when they pass through salty portions of the plane of water, and especially when they arrive in a salt water portion of a new world.
Their mighty sea-going vessels are often large enough to carry a couple of the massive lobsters of one of the other worlds they have visited. These they have domesticated and they use them to travel over land in search of freshwater when their exit from the plane of water opens up in a sea or ocean. This was the case when they arrived in Dayeimbe, where they arrived in the sea before making their way to land and crossing to large lakes. Most of those living in Dayeimbe have begun to congregate in Dayeimbe's largest lake, "The Second Sky," mostly in its eastern half. Even so, small bands of explorers have settled in many of the world's lakes large and small with some few still occupying their foothold base in the ocean near their portal to the Elemental Plane of Water. - rorrik
( )3. Distinguishing physical features: What makes them outwardly non-human? How long do they live? What is their preferred diet? (average height and weight, body proportions, differences between male and female, differences between subraces?)
With Eel like skin, hairless and moist (color is highly variable), they have a stream line head with black eyes set over long catfish whiskers and a wide mouth, inside are short sharp teeth that don’t normally show unless smiling. A long thick neck widens into triangular shoulders upon which the gills rest. Two slim flexible arms emerge at the shoulders ending in long clawed fingers. Forward facing and reaching upward-ish, the arms tend to rest crossed over the chest, but with double joints they can meet any position (if a bit uncomfortably). Above and opposite the arms are two mobile fins resembling wings (or turtle fins). In the water the fins mainly control lateral direction while the tails control horizontal, out of the water these fins lay over the gills sealing enough water over them for short excursions on land. Below what seems to be a waist two broad tails form "legs" with rubbery fins above and below.
While out of land they have a S like posture with their heads stooped to accommodate high set eyes and double slithering upon the two tails.
out of water they stand about 4 feet tall, though in the water they are about 10 feet long. - letterlost
( )4. Distinguishing psychological characteristics: Do they fit some stereotype, ala hippy elves and greedy dwarves? Do they tend to subscribe to one religion or philosophy? (additional information on culture, social structure, ideologies, etc.)
(X)5. Habitat. They need to live in fresh water, as other races need to live in clean air. Their homeworld is a waterworld, and thus their homes and craft are designed to filter and oxygenate water. When they travel to other worlds, they tend to live in large freshwater lakes. While they can survive outside of water with some simple gear, they require constant moistness or risk becoming quite uncomfortable.- dmsneakyt
(X)6. Population: There haven't been too many to visit Dayemibe and stay for long. The Siluri number in the hundreds across the whole of the world. - joatmoniac
(X)7. Population density. Even with a whole water world where they are the dominant species the siluri people find themselves seeking new worlds to live. this is because they are a highly tribal and solitary people. they occupy the oceans of their world in very terretorial fashion and behave in this same way as they travel to other worlds. offshoots of their world's native tribes leave to other worlds to find their own place. this is why there are so few of them in the dayiembe. with a couple hundred in three tribes in the large lake, a tribe taking tolls and the portal, and a few small tribes in other places. - the drunken dm
(X)8. Race Relations:
Things are really hit and miss with these alien creatures. By nature, they value hospitality, conversation, and trade. This is only natural as a freshwater species; lakes and rivers are always at risk of drying up or changing course, where oceans generally do not. Though they evolved on a full water world, their nomadic lives through the planes have taught them that interdependence and sharing of news is key to survival in hostile or rugged alien environs. Having said that... they do NOT take kindly to perceived disrespect or mismanagement of precious fresh water. They quickly resort to violence and terror tactics when settlements overfish, dump waste, or otherwise threaten the habitability of their body of water. They have a strange conception of justice and community bonds; in their eyes, when someone pollutes the water, that individual has rightfully earned the sentence of torture and death. They have great difficulty fathoming the idea that the rest of the community might be bothered by this just punishment.
- DM Onesie Knight
They tend to get along with elves and druidic communities the best, though some coastal civilizations have formed good relations. Most civilized land dwellers, however, find themselves at odds.
( )9. Does the race have any subraces? Describe one.
Siluri Wanderer
Siluri wanderers are often filled with curiosity and are innate explorers. Averaging 9 ft. long, are about ¼ smaller than S. Wardens. There are about twice as many S. Wanderers as S. Wardens in their home world. It is uncommon for them to stay in one location in their home world and rarely stay anywhere long without compelling reasons.
Swim speed 40, land speed 30
Chromaticells: Siluri Wanderers use electric impulses to alter its color and pattern as a bonus action (change appears as a wave originating from their 2 tails. This is used for many purposes such as to camouflage itself (advantage on hide checks), attract mates, and communicate with other Siluri.
Tinkerers: similar to gnome, except rather than clockwork they use simple batteries powered by their charged field (replaces charged field while being powered) or a charge of charged touch to activate for 1 hour.
Siluri Warden (or Royals/ nobles/ mystics/ psionic)
The Siluri Wardens are generally considered to be the upper class of Siluri society and often they hold the seat of chiefs, generals, and oracles. Siluri Wardens never leave their water world home unless exiled. They are physically larger (average 12 ft. long.) then S. Wanderers, but are less adaptable.
Swim speed 50, land speed 20
gain charged touch (shocking grasp) as cantrip, range is within charged field
Shocking bolt: 2d6 bolt of electricity 5 ft. wide and 100 ft. long by touching two tails together and pointing (charisma is spell casting modifier) (toned down lightning bolt) proficiency/short rest or using a spell slot gives +2d6 and uses the spell slot instead (at 3rd level would be 8d6 = lightning bolt). If use all the charges they lose the charged field and blindsight until short or long rest. This may also be used to communicate messages to other Siluri.
Psionic: gain the magic initiate feat - letterlost
( )10. Famous members and groups of the race. A king? A hero? A villain? A trade guild? An army?
Onfra' Kalin: Famous Explorer
As DM Onesie Knight mentioned, these beings value hospitality, conversation, and trade. As a result, explorers and pathfinders amongst them are revered. About 170 years ago, one of their most successful explorers, Onfra' Kalin (closest pronunciation in common), found an undiscovered portal to Dayeimbe's oceans from the elemental plane of water. The expedition vanished completely and was thought lost. Recently however, a group of elves on a diplomatic and scholarly mission to the Y'ch A'wah were amazed to find evidence of the doomed expedition. During a tour of the underwater city, they were taken to a museum that proudly displayed some of the rare and unique curiosities the Y'ch A'wah had collected. Amongst them, was the badly damaged lost vessel and many expedition items including Onfra' Kalin's journal. With these items it might just be possible to unravel the mystery of the lost explorer. - Chickadee (DM Trish)
Emorf O-Sumer. Village head. Subrace: Siluri warden
Emorf was exiled from homeworld for an unspecified crime. Emorf is looking for a way to return home. Emorf is trained leader, and many of the local Siluri Wanderers look up to them. - dmswordspear
( )11. Extra stuff. Feel free to add any pertinent information about this race.
Extrusion Technology: Solid object extruder. The drab devices resemble a number of funnels arrayed over a round tortoise-like shell with thousands of tiny chitinous legs on the underside. The devices range from a 1 metre to 10 metres, with the smaller devices for small things like spoons. An artificer feeds in a design, the places or allows the device to draw raw materials from the surrounding area. As the extruder works it gradually moves forward and extrudes an object layer by layer. As a result their tools, armour, and weapons look organic like they were grown. Also this allows the settlers to carry less supplies when creating a new colony. - dmswordspear
Technology: ships
Originally fashioned from giant nautilus shells, their ships are still similarly fashioned by all but the most eccentric vessels. The ships are now built in every size with a strong tempered glass like material by specialized ship builders. They sit vertically (though in the ocean world it doesn’t really matter) and spin incredibly fast. Originally they rolled upon the ocean floor while being charged, but now they are powered by more advanced batteries (still powered by a charged field, but incredibly efficient) and capable of moving through the water as easily as the ocean bed.
In other worlds they do not use these ships out of the water, though theoretically they are capable of rolling as a wheel would they are not fashioned in a way that would make such a maneuver practical. As mentioned above, they typically employ giant lobsters for land travel.
The racing of charged nautilus shells is common among young Siluri. - letterlost
Siluriformes- their watery world
In the astral sea there is a massive beast. This is the Siluriformes, a being which has swam the astral sea since its beginning. It eats all it encounters and has consumed entire worlds.
In Siluriformes is an entire world. It is a world filled with nearly endless water and surrounded by the sea bed. The seabed is Siluriformes. Everything solid eventually ends up on the sea bed while the water at the center is so pure it emits light as bright as a star, there may even be a star or two in there. The “daylight” cycle is governed by the tides. Traditionally there is one way in, once eaten you may as well be dead to those outside; however there are many other ways in or out for those who wander.
Inside the world of Siluriformes could be anything. There are entire rainbows of fish, forests of seaweeds and coral, Krakens, ruins, hidden portals; even Nematognathia, a foreign god, rests in the depths. somewhere inside there might even be air.
The native beings call themselves Siluri. Whether they naturally evolved inside Siluriformes, were lesser beasts enlightened by Nematognathia, or like so many others were unwilllingly consumed by this world; none can or will say.
What has been said? Nematognathi has foretold “one day the Siluri will cause the ruin of the mighty Siluriformes”. Some seek to avert this tragedy and some seek to escape it, perhaps some even seek to cause it, but most know that it could never really happen. The prophecy has made the Siluri very protective of their world as well as environmentally cautious. - letterlost
STAT BLOCK TIME
( )A. Ability score modifications.
( )B. Racial features
Charged:
The Siluri generate a weak electrical field using organs in their tails. Underwater the field extends 30 ft. radius, out of water it is 10 ft. radius on the ground only. They use this to sense electrical impulses granting blind sight.
They can use their tails to cast charged touch (shocking grasp) (charisma is spell casting modifier) proficiency/short rest (the number of times = proficiency), if they use all the charges they lose the charged field and blindsight until short or long rest.
The electric impulses replace “speech” underwater and Siluri whose charged fields are touching may effectively communicate with each other. When they do this a small static spark visibly appears where communication crosses charged fields.
Affinity for lightning
Immune to lightning, being hit by shock/lightning empowers charged ability granting or restoring a charged charge (a S. Wardens may charge S. Wanderer charges this way, basically giving infinite charged touch and shocking bolt in large groups on their home world). - letterlost
( )C. Subrace ability score modifications and racial features
Lets lift those mental weights! As always check out our Discord too: discord.gg/3YK6VJzsyX
Let's tie back to Episode 199 Alien Life with the ever amazing umbralwalker and build an alien race for Dayeimbe and any other world!
The title ties back to the Verdan from Forgotten Realms and the exercises echoes the amazing DM-Nastics 50 from long ago.
As with other "builder" DM-Nastics, choose one of the entries below and fill it out. If you've already contributed to the thread and the build seems to be stalling, feel free to pick up another entry. That said, most entries can have multiple submissions. Use your best judgment about adding to an entry that's already been filled. All questions posed under each entry are only suggestions. Include whatever information you feel like writing!
Entries marked (X) have been filled. * indicates an entry that could be expanded on. Entries with neither mark have no submissions.
(X)1. The Siluri
(TIL Catfish are also known as Siluriformes. Also Nematognathi, which is an -amazing- subrace/tribe name) - dmsneakyt
(X)2. Origin
: Sneaky indicated that they come from a water world and implies that travelling to other worlds is something they do often. They do not come to settle on these other worlds through interstellar travel on the prime material plane, but rather by accessing the Elemental Plane of Water and traversing it in their craft specialized for filtering and oxygenating water. This protects them especially when they pass through salty portions of the plane of water, and especially when they arrive in a salt water portion of a new world.
Their mighty sea-going vessels are often large enough to carry a couple of the massive lobsters of one of the other worlds they have visited. These they have domesticated and they use them to travel over land in search of freshwater when their exit from the plane of water opens up in a sea or ocean. This was the case when they arrived in Dayeimbe, where they arrived in the sea before making their way to land and crossing to large lakes. Most of those living in Dayeimbe have begun to congregate in Dayeimbe's largest lake, "The Second Sky," mostly in its eastern half. Even so, small bands of explorers have settled in many of the world's lakes large and small with some few still occupying their foothold base in the ocean near their portal to the Elemental Plane of Water. - rorrik
( )3. Distinguishing physical features: What makes them outwardly non-human? How long do they live? What is their preferred diet? (average height and weight, body proportions, differences between male and female, differences between subraces?)
With Eel like skin, hairless and moist (color is highly variable), they have a stream line head with black eyes set over long catfish whiskers and a wide mouth, inside are short sharp teeth that don’t normally show unless smiling. A long thick neck widens into triangular shoulders upon which the gills rest. Two slim flexible arms emerge at the shoulders ending in long clawed fingers. Forward facing and reaching upward-ish, the arms tend to rest crossed over the chest, but with double joints they can meet any position (if a bit uncomfortably). Above and opposite the arms are two mobile fins resembling wings (or turtle fins). In the water the fins mainly control lateral direction while the tails control horizontal, out of the water these fins lay over the gills sealing enough water over them for short excursions on land. Below what seems to be a waist two broad tails form "legs" with rubbery fins above and below.
While out of land they have a S like posture with their heads stooped to accommodate high set eyes and double slithering upon the two tails.
out of water they stand about 4 feet tall, though in the water they are about 10 feet long. - letterlost
( )4. Distinguishing psychological characteristics: Do they fit some stereotype, ala hippy elves and greedy dwarves? Do they tend to subscribe to one religion or philosophy? (additional information on culture, social structure, ideologies, etc.)
(X)5. Habitat. They need to live in fresh water, as other races need to live in clean air. Their homeworld is a waterworld, and thus their homes and craft are designed to filter and oxygenate water. When they travel to other worlds, they tend to live in large freshwater lakes. While they can survive outside of water with some simple gear, they require constant moistness or risk becoming quite uncomfortable.- dmsneakyt
(X)6. Population: There haven't been too many to visit Dayemibe and stay for long. The Siluri number in the hundreds across the whole of the world. - joatmoniac
(X)7. Population density. Even with a whole water world where they are the dominant species the siluri people find themselves seeking new worlds to live. this is because they are a highly tribal and solitary people. they occupy the oceans of their world in very terretorial fashion and behave in this same way as they travel to other worlds. offshoots of their world's native tribes leave to other worlds to find their own place. this is why there are so few of them in the dayiembe. with a couple hundred in three tribes in the large lake, a tribe taking tolls and the portal, and a few small tribes in other places. - the drunken dm
(X)8. Race Relations:
Things are really hit and miss with these alien creatures. By nature, they value hospitality, conversation, and trade. This is only natural as a freshwater species; lakes and rivers are always at risk of drying up or changing course, where oceans generally do not. Though they evolved on a full water world, their nomadic lives through the planes have taught them that interdependence and sharing of news is key to survival in hostile or rugged alien environs. Having said that... they do NOT take kindly to perceived disrespect or mismanagement of precious fresh water. They quickly resort to violence and terror tactics when settlements overfish, dump waste, or otherwise threaten the habitability of their body of water. They have a strange conception of justice and community bonds; in their eyes, when someone pollutes the water, that individual has rightfully earned the sentence of torture and death. They have great difficulty fathoming the idea that the rest of the community might be bothered by this just punishment.
- DM Onesie Knight
They tend to get along with elves and druidic communities the best, though some coastal civilizations have formed good relations. Most civilized land dwellers, however, find themselves at odds.
( )9. Does the race have any subraces? Describe one.
Siluri Wanderer
Siluri wanderers are often filled with curiosity and are innate explorers. Averaging 9 ft. long, are about ¼ smaller than S. Wardens. There are about twice as many S. Wanderers as S. Wardens in their home world. It is uncommon for them to stay in one location in their home world and rarely stay anywhere long without compelling reasons.
Swim speed 40, land speed 30
Chromaticells: Siluri Wanderers use electric impulses to alter its color and pattern as a bonus action (change appears as a wave originating from their 2 tails. This is used for many purposes such as to camouflage itself (advantage on hide checks), attract mates, and communicate with other Siluri.
Tinkerers: similar to gnome, except rather than clockwork they use simple batteries powered by their charged field (replaces charged field while being powered) or a charge of charged touch to activate for 1 hour.
Siluri Warden (or Royals/ nobles/ mystics/ psionic)
The Siluri Wardens are generally considered to be the upper class of Siluri society and often they hold the seat of chiefs, generals, and oracles. Siluri Wardens never leave their water world home unless exiled. They are physically larger (average 12 ft. long.) then S. Wanderers, but are less adaptable.
Swim speed 50, land speed 20
gain charged touch (shocking grasp) as cantrip, range is within charged field
Shocking bolt: 2d6 bolt of electricity 5 ft. wide and 100 ft. long by touching two tails together and pointing (charisma is spell casting modifier) (toned down lightning bolt) proficiency/short rest or using a spell slot gives +2d6 and uses the spell slot instead (at 3rd level would be 8d6 = lightning bolt). If use all the charges they lose the charged field and blindsight until short or long rest. This may also be used to communicate messages to other Siluri.
Psionic: gain the magic initiate feat - letterlost
( )10. Famous members and groups of the race. A king? A hero? A villain? A trade guild? An army?
Onfra' Kalin: Famous Explorer
As DM Onesie Knight mentioned, these beings value hospitality, conversation, and trade. As a result, explorers and pathfinders amongst them are revered. About 170 years ago, one of their most successful explorers, Onfra' Kalin (closest pronunciation in common), found an undiscovered portal to Dayeimbe's oceans from the elemental plane of water. The expedition vanished completely and was thought lost. Recently however, a group of elves on a diplomatic and scholarly mission to the Y'ch A'wah were amazed to find evidence of the doomed expedition. During a tour of the underwater city, they were taken to a museum that proudly displayed some of the rare and unique curiosities the Y'ch A'wah had collected. Amongst them, was the badly damaged lost vessel and many expedition items including Onfra' Kalin's journal. With these items it might just be possible to unravel the mystery of the lost explorer. - Chickadee (DM Trish)
Emorf O-Sumer. Village head. Subrace: Siluri warden
Emorf was exiled from homeworld for an unspecified crime. Emorf is looking for a way to return home. Emorf is trained leader, and many of the local Siluri Wanderers look up to them. - dmswordspear
( )11. Extra stuff. Feel free to add any pertinent information about this race.
Extrusion Technology: Solid object extruder. The drab devices resemble a number of funnels arrayed over a round tortoise-like shell with thousands of tiny chitinous legs on the underside. The devices range from a 1 metre to 10 metres, with the smaller devices for small things like spoons. An artificer feeds in a design, the places or allows the device to draw raw materials from the surrounding area. As the extruder works it gradually moves forward and extrudes an object layer by layer. As a result their tools, armour, and weapons look organic like they were grown. Also this allows the settlers to carry less supplies when creating a new colony. - dmswordspear
Technology: ships
Originally fashioned from giant nautilus shells, their ships are still similarly fashioned by all but the most eccentric vessels. The ships are now built in every size with a strong tempered glass like material by specialized ship builders. They sit vertically (though in the ocean world it doesn’t really matter) and spin incredibly fast. Originally they rolled upon the ocean floor while being charged, but now they are powered by more advanced batteries (still powered by a charged field, but incredibly efficient) and capable of moving through the water as easily as the ocean bed.
In other worlds they do not use these ships out of the water, though theoretically they are capable of rolling as a wheel would they are not fashioned in a way that would make such a maneuver practical. As mentioned above, they typically employ giant lobsters for land travel.
The racing of charged nautilus shells is common among young Siluri. - letterlost
Siluriformes- their watery world
In the astral sea there is a massive beast. This is the Siluriformes, a being which has swam the astral sea since its beginning. It eats all it encounters and has consumed entire worlds.
In Siluriformes is an entire world. It is a world filled with nearly endless water and surrounded by the sea bed. The seabed is Siluriformes. Everything solid eventually ends up on the sea bed while the water at the center is so pure it emits light as bright as a star, there may even be a star or two in there. The “daylight” cycle is governed by the tides. Traditionally there is one way in, once eaten you may as well be dead to those outside; however there are many other ways in or out for those who wander.
Inside the world of Siluriformes could be anything. There are entire rainbows of fish, forests of seaweeds and coral, Krakens, ruins, hidden portals; even Nematognathia, a foreign god, rests in the depths. somewhere inside there might even be air.
The native beings call themselves Siluri. Whether they naturally evolved inside Siluriformes, were lesser beasts enlightened by Nematognathia, or like so many others were unwilllingly consumed by this world; none can or will say.
What has been said? Nematognathi has foretold “one day the Siluri will cause the ruin of the mighty Siluriformes”. Some seek to avert this tragedy and some seek to escape it, perhaps some even seek to cause it, but most know that it could never really happen. The prophecy has made the Siluri very protective of their world as well as environmentally cautious. - letterlost
STAT BLOCK TIME
( )A. Ability score modifications.
( )B. Racial features
Charged:
The Siluri generate a weak electrical field using organs in their tails. Underwater the field extends 30 ft. radius, out of water it is 10 ft. radius on the ground only. They use this to sense electrical impulses granting blind sight.
They can use their tails to cast charged touch (shocking grasp) (charisma is spell casting modifier) proficiency/short rest (the number of times = proficiency), if they use all the charges they lose the charged field and blindsight until short or long rest.
The electric impulses replace “speech” underwater and Siluri whose charged fields are touching may effectively communicate with each other. When they do this a small static spark visibly appears where communication crosses charged fields.
Affinity for lightning
Immune to lightning, being hit by shock/lightning empowers charged ability granting or restoring a charged charge (a S. Wardens may charge S. Wanderer charges this way, basically giving infinite charged touch and shocking bolt in large groups on their home world). - letterlost
( )C. Subrace ability score modifications and racial features
Lets lift those mental weights! As always check out our Discord too: discord.gg/3YK6VJzsyX