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Post by DM Kiado on Feb 10, 2016 16:34:11 GMT
I can see using cacti and stuff for their herbalist stuff, but given the general rarity of plant life in deserts, I would think they'd use a more common material for tools. One possibility is a specially treated glass, since glass is just molten sand. The special treatment could be purely chemical, or perhaps a magical method related to their apparent affinity for electricity. Of course, if we're introducing magic into the equation, there's no practical reason they couldn't grow as many plants as they need. Just spit-balling back. I like the glass idea as well man. I think what I was trying to portray was the rarity of their "steel" wood and that it would almost be like a trophy outside of their culture for the Desert version. So lets say they have to find a certain kind of wood, that has been properly aged in the sun where all moisture has been long since removed, bringing the cellular structure together tight and hard. Making for excellent clubs if you just picked one up off the ground. Now what they do is then use a secret herbal concoction that they use to mold and re-harden the wood with to a strength as strong as steel. Perhaps only the Alchemist Weaponsmiths of the Desert side can make these rare items. Now stat wise they may just be a normal stat'd long sword, scimitar, whatever. It's value would be in it's rarity outside of the community, or even within in, perhaps on the richest/highest ranked members of these groups have them. They are made in sacred caves along nomadic routes, etc. Just some flavor. There is a little more in-depth into what I was aiming towards. You could do the same with a glass as well though. Just a unique "Samurai" legend style crafted sword/weapons, that is prized as a possession by maybe human nobles or something to that effect.
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Post by DM Windhover on Feb 10, 2016 19:18:29 GMT
1. Subraces: the Desert group are called the Kurivaim Sojast, while the coastal dwellers are the Kurivaim Rahu.
The two subraces both originated in the desert, where they were tribal nomads living a fiercely warlike lifestyle. Each tribe fought the others constantly until a great leader named Rahak rose to unite the clans and bring war to the lands beyond the desert. (This can be one of the major events early in the timeline which hasn't been filled in.)
According to Kurivaim legend, Rahak and his primary lieutenant Sojah led a violent war of subjugation over the other races. But one day Rahak received a baffling vision. He found himself standing on an unknown coastline. Waves rolled endlessly over a pebbled shore, gradually wearing jagged rocks down to smoothness. He felt a peace unlike any he had ever known, and heard a voice whisper to him, "Just as these pebbles, so too your descendants shall be." When he came to himself, all desire to bring war to the other races had faded. He took a new name, Rahu (which means "peace" in the Kurivaim tongue), and came in public to disband the vast nomadic army which he had built. He told them of his vision of peace, and a new life in the promised land he had seen. Many who listened were swayed by his eloquent words.
As he spoke, his lieutenant Sojah was filled with rage. His one-time leader and friend was surely sun-touched, and was about to destroy everything they had built together. He sprang forward, decrying Rahu as a weakling and a coward. He drew his blade and drove it through Rahu's heart.
The combined hosts of the Kurivaim turned on each other, brother killing brother. Sojah perished on the field, along with thousands of his kin. Finally, only a bloodied remnant remained. Some returned to the desert, where they became once again the constantly warring nomadic tribes that they had once been, clinging to a fierce pride that they at least had not betrayed their heritage. Others followed the prophecy of Rahu and eventually settled on the coasts, where, just as had been promised to their legendary leader, they were blessed and multiplied until they became like the pebbles of the seashore.
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Post by arnil on Feb 10, 2016 19:31:05 GMT
You won the Internet. I love that background and you mentioned the mongols which are my favorite ancient people. Can we have two subraces of a lizard-like mount? The coastal ones can cling to the side of the cliffs and is amphibious. The desert ones can burrow and move across shifting sands with ease.
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Post by DM Windhover on Feb 10, 2016 20:32:11 GMT
Now I feel bad for editing out the specific Mongol reference! (I thought it was unnecessary in retrospect.)
I love the mounts idea. Would the burrowing be a useful quality in a mount, though? Maybe something more offensive in nature, given the warlike heritage?
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Post by DM Windhover on Feb 10, 2016 21:39:15 GMT
Starting some ideas and stats for 5e versions of mounts.
For the desert dwellers: The lisarask is a Large lizard with wide-spread legs and large webbed feet which allow it to glide almost effortlessly across the sand dunes of its desert home. It has a wide frill around its neck which flares when it feels threatened. It is commonly domesticated by the Kurivaim Sojast as a war mount, partly thanks to its ability to spit globs of poisonous phlegm which can briefly paralyze foes. In its natural state it is a nocturnal hunter, using stealth to get close to its prey before spitting poison and then charging as its target is immobilized.
Lisarask Large beast, unaligned
Armor Class: 13 (natural armor) Hit Points: 26 (3d10 + 9) Speed: 30 ft, burrow 10 ft
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 16 (+3) 3 (-4) 10 (+0) 7 (-2)
Skills: Stealth +6 Senses: Darkvision 60 ft, passive perception 10 Challenge Rating: 1/2
Webfooted: The lisarask can move up to its full speed across loose sand without an ability check.
Actions Poison Spit. The lisarask spits poison at a target within 30 ft. The target must make a DC 13 Dexterity saving throw. On a failure, the target is Stunned for one round. Claws. Melee Weapon Attack. +4 to hit, deals 10 (2d6 +2) slashing damage.
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Post by DM Kiado on Feb 10, 2016 22:52:26 GMT
Can they spit to paralyze once per round? This seems maybe too strong, unless there is some requirement for getting it (like Avatar, but not like Avatar)? Maybe that is just me though. Seems like characters at 1st level, on these mounts (depending on how you run mounts) would make them extremely formidable stun locking machine.
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Post by arnil on Feb 10, 2016 23:03:38 GMT
Dc 13 save on the poison doesnt seem like that op to me but if you wanted to be safe you could lower it to dc10 and maybe allow for training your mount to get its poisen higher. Or add a recharge 6 to the ability.
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Post by DM Windhover on Feb 10, 2016 23:08:17 GMT
DC 13 is standard for a CR 1/2 monster, but you're right. I'm not sure how best to balance the poison spit. Perhaps make it a once per encounter ability? Recharge abilities seem to be generally reserved for high level monsters in 5e and so I'd rather not break that "feel."
And "depending on how you run mounts"... indeed.
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Post by DM Windhover on Feb 10, 2016 23:20:46 GMT
Aaaand on further reflection, stunning abilities are reserved for pretty high level creatures. I didn't have my MM or DMG with me when I was writing that first post, and got carried away. I like the idea of it, but you're right that it would be OP.
Maybe switch out Stunned for 1 round with Poisoned until successful save, plus it does 1d4 poison damage (no damage on a successful save)?
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Post by Deleted on Feb 11, 2016 4:37:41 GMT
To throw in my own 2 copper: I don't personally like the feel of Persuasion proficiency due to the eyes but i like flat affect (although i think it should be effect technically). Ingested identification is a super cool ability and mostly fluff which makes it a super flavorful ability. I see what you did there... FYI to all, when it comes to racial abilities and the like, I'm being a little more careful about including every suggestion. I like to think I have a pretty good mind for balancing acts in 5e, and part of the unspoken goal here was to create a balanced, playable race. Otherwise, a monster stat block would have sufficed. I think there's probably room for one minor subrace ability each, but I consider this "good enough." Things are picking up again IRL, so I won't be around to update the main entry if many more ideas pour in, but keep the discussion going! I think this has been a very fruitful DM-nastic, and I'm sure the ideas posted here could be included on a Dayeimbe wiki entry.
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Post by joatmoniac on Feb 12, 2016 9:33:00 GMT
To throw in my own 2 copper: I don't personally like the feel of Persuasion proficiency due to the eyes but i like flat affect (although i think it should be effect technically). Actually, "Flat affect, which is also called blunted affect, is one of the negative symptoms of schizophrenia. A person with negative symptoms lacks a normal range of feelings and behaviors. The word "affect" means one's emotional state." Not to imply that the entire race is schizophrenic, haha. I also really like that your backstory DM Windhover as it could lend itself to being another reason for the stark difference in population size of the subraces. Constantly warring with their surrounding creatures and races. Such compelling stories could be built out of that conflict and each subrace's rise back to success, or at least established living.
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Post by dmlotto on Feb 12, 2016 20:16:22 GMT
This is the first DM-nastics I've participated in, and it's been awesome reading this grow. You're all awesome in my book.
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Post by arnil on Feb 12, 2016 20:42:43 GMT
This is the first DM-nastics I've participated in, and it's been awesome reading this grow. You're all awesome in my book. This is a good set! Lots of cardio. Trims down that beerholder belly nicely.
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Post by whipstache on Feb 15, 2016 11:38:10 GMT
Hey all, great work so far! Inspired stuff, really.
I'm gonna take a crack at some of the race relations stuff. It may take me some time to get everything written, but I'll try to edit this post little by little until I finish.
Kurivaim Sojast (desert): The nomadic desert dwellers with a xenophobic bent have, as you might imagine, had a difficult time developing longstanding relations with any other people. Their relatively odd appearance makes positive first impressions more difficult, and their tendency to distrust anyone outside their tribe makes overcoming these initial conflicts difficult.
They are, however, shrewd traders. And through trade, the Kurivaim Sojast have managed to forge friendly relations with the Northern Dwarves. The dwarves appreciate the challenge of getting a good deal from the Kurivaim traders, and the Sojast appreciate the quality of the Dwarven goods that they can't produce themselves for lack of both skill and resource.
Both peoples respect the other for their ability to thrive in hostile environs, and the Sojast have even taught the dwarves how to maintain moderately-sized herds of goats without the need for access to much vegetation. The Kurivaim Sojast and Dwarves enjoy exchanging barbs related to the unusual appearance of the opposite race, often to the point of getting very personal, although rarely does anyone who is familiar with the ritual feel anything but camaraderie.
While the Sojast and Northern Dwarves have not yet collaborated in any military action, gods save the [cliff-dwelling avian race enemies of the Sojast. Minwei?] when someone combines the siege engineering expertise of the dwarves with the lightning resistance of the Kurivaim; the Minwei will not be long for this plane if that discovery is made.
Outside of the dwarves, the Kurivaim Sojast have strained relationships (at best) with most other races, finding humans to be especially haughty and untrustworthy. While none of the tribes have reached the point where they will attack humans on sight, any human showing up without previously requesting permission will be viewed so suspiciously as to render any attempts of accomplishing goals useless.
Kurivaim Rahu (coastal): The Rahu tend to be more open, welcoming, and trusting than their desert-walking cousins. Their tendency to put down roots and establish cities (some of which have sprawled into miles-wide confederations of towns that blend seamlessly with one another), combined with their strength in nautical trade has given the Rahu exposure to many other races in closer proximity. This exposure has allowed the Rahu to develop cordial relations with many of the sentient races.
The Rahu's closest companions are the Halflings, who consider the fish caught by the Kurivaim to be the finest in Dayeimbe. They have grown so fond of each other, in fact, that a jointly chartered hamlet was recently formed, with the hopes of developing into a city that fully meshes the cultures of the two peoples.
While the physiology of the Kurivaim prevents cross-species reproduction, it's not entirely uncommon to find the Rahu in committed relationships with members of other races, primarily the Halflings, but also humans, and elves.
The Sojast find the hearty dwarves resilient and resourceful, but the Rahu view them as uncouth, closed-minded, and patronizing. Even though their values are quite different, and the Rahu are rarely friends with Dwarves, that doesn't prevent them from being cordial in official or impersonal interactions.
Okay, I think that's it! I'll call this done. ☺
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Post by Chickadee (DM Trish) on Nov 28, 2017 17:31:33 GMT
I am determined to play this race!! I think it would just be so much fun to role-play since you'd need to basically pull off deadpan monotone all the time (which I'm terrible at). I would likely use little colour cards that I would hold up when speaking to denote mood and my party would have to figure out what they meant (unless they outright asked). As usual, I'm late the game but so stoked about this one. My DM has said he's cool with it since the race is already fully stated out. I'll let you know how it goes Better yet, has anyone else given this race a try yet a a PC?
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