Cultures/Qrthan: Difference between revisions

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<i><b>Ability Score Increase.</b></i> Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.<br>
<i><b>Ability Score Increase.</b></i> Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.<br>
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<i><b>Creature Type.</b></i> You are an insectoid. You are also considered a humanoid for any prerequisite or effect that requires you to be a humanoid.<br>
<i><b>Creature Type.</b></i> You are an insectoid. You are also considered a humanoid for any prerequisite or effect that requires you to be a humanoid.<br>
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<i><b>Size.</b></i> Your size is medium.<br>
<i><b>Size.</b></i> Your size is medium.<br>
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<i><b>Speed.</b></i> Your walking speed is 30 feet.<br>
<i><b>Speed.</b></i> Your walking speed is 30 feet.<br>
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<i><b>Darkvision.</b></i> You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.<br>
<i><b>Darkvision.</b></i> You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.<br>
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<i><b>Secondary Arms.</b></i> You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.<br>
<i><b>Secondary Arms.</b></i> You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.<br>
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<i><b>Limited Telepathy.</b></i> You can telepathically speak to any creature you can see within 30 feet. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language.<br>
<i><b>Limited Telepathy.</b></i> You can telepathically speak to any creature you can see within 30 feet. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language.<br>
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<i><b>Languages.</b></i> You can speak, read, and write Common and Qr'thanic. Speaking non-insectoid languages aloud is difficult for you, and your speech is halting, heavily accented, and imprecise.<br>
<i><b>Languages.</b></i> You can speak, read, and write Common and Qr'thanic. Speaking non-insectoid languages aloud is difficult for you, and your speech is halting, heavily accented, and imprecise.<br>
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<i><b>Qr'than Adaptability</b></i> Your body is capable of taking on different characteristics to match your role in qr'than society. You choose one enhancement now and one at 5th level.
<i><b>Qr'than Adaptability</b></i> Your body is capable of taking on different characteristics to match your role in qr'than society. You choose one enhancement now and one at 5th level.
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<li><i><b>Carapace (5th level).</b></i> Your carapace is especially tough. You gain a +1 to your AC when not wearing heavy armor.
<li><i><b>Carapace (5th level).</b></i> Your carapace is especially tough. You gain a +1 to your AC when not wearing heavy armor.
<li><i><b>Acid Spit (5th level).</b></i> As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
<li><i><b>Acid Spit (5th level).</b></i> As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
<br><i><b>***More adaptations to come***</b></i>
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Revision as of 00:49, 19 January 2026

The Qr'than

Hailing from the tropical rainforests of Callum-Thea, the qr'than are an ant-like insectoid species with a rich culture and fierce sense of community. Like many insectoids on Arcis, they have a chitinous exoskeleton, secondary arms, compound eyes, mandibles, and antennae, and they also possess a small pair of wings that some qr'than can use to glide.

Qr'than communicate using a combination of vocalizations, body language, and pheromones that are impossible for other species to perfectly reproduce. In turn, qr'than are capable of speaking non-insectoid languages only haltingly, and rely heavily on a limited form of telepathy for communication with outsiders.

Adapted to Forest Life

Qr'than develop quickly, reaching adolescence around 2 years and maturity around 5 years, and usually live around half a century. Upon reaching adolescence, qr'than adapt their bodies to fill to a role in qr'than society such as worker, warrior, or matron, taking on a variety of specialized physical characteristics.

Only qr'than matrons are capable of bearing children, and since they are less numerous than other castes they take on multiple partners; however, mating bonds are quite strong and typically lifelong. Qr'than children are raised communally, but bonds between related qr'than are stronger than those of the colony alone.

Unlikely Adventurers

Because qr'than are so dedicated to their role in the colony, they very rarely leave their homeland. Outside of extreme circumstances, a qr'than that leaves their colony would be considered an oath breaker for abandoning their duties.

Qr'than Names

Qr'than have long, compound names that encode their identity within the colony, although full names are seldom used. Each name is comprised of Colony (shared by all members), Brood (shared by those born around the same time), Role (shared by all Workers, Warriors, etc.), and a one-syllable Individual Identifier that makes the name unique.

Full names are almost never used within qr'than society, and individuals are seldom referenced directly. More common are forms like Colony'Role, used to refer to everyone in the colony with the given role.

  • Colony names: Thalara, Qorakai, Ulathi
  • Brood names: Qor, Brok, Zan
  • Role names: Zroka, Dolti, Kethva
  • Individual Identifiers: Kal, Ng, Che

    Qr'than Traits

    Your qr'than character has the following racial traits.

    Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

    Creature Type. You are an insectoid. You are also considered a humanoid for any prerequisite or effect that requires you to be a humanoid.

    Size. Your size is medium.

    Speed. Your walking speed is 30 feet.

    Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

    Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

    Limited Telepathy. You can telepathically speak to any creature you can see within 30 feet. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language.

    Languages. You can speak, read, and write Common and Qr'thanic. Speaking non-insectoid languages aloud is difficult for you, and your speech is halting, heavily accented, and imprecise.

    Qr'than Adaptability Your body is capable of taking on different characteristics to match your role in qr'than society. You choose one enhancement now and one at 5th level.

  • Vestigial Wings (1st level). You have a small pair of wings protruding from your back between your shoulder blades. The wings are too small for flight, but allow you to slow your fall or glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
  • Nimble Climber (1st level). You have a climb speed equal to your walk speed.
  • Carapace (5th level). Your carapace is especially tough. You gain a +1 to your AC when not wearing heavy armor.
  • Acid Spit (5th level). As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    ***More adaptations to come***