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Races of Crifoth.

Posted by GMFor group 0
GM
GM, 2 posts
Tue 3 Oct 2023
at 12:31
  • msg #1

Races of Crifoth

"Look past our different flesh, our tribes, and our wars. Each one of us is a desperate soul clinging to life in a world that would see us dead."

Crifoth has its own set of races, from which you will choose your own.
This message was last edited by the GM at 04:22, Wed 04 Oct 2023.
GM
GM, 3 posts
Tue 3 Oct 2023
at 12:45
  • msg #2

Ash Elf

Ash Elf

“Do not despair, my sons and daughters. See beyond the horizon. There is a land for us. There is a place to call home. May neither despondancy nor dread ever reach it.”
—Sul Sun-Kissed, Herald of Grey and Gold


Ash elves are a lost people. They are cursed to forever search for a land of their own. They are the only elves left in Crifoth, and their ashen skin reflects their lost regality.

Followers of Sul Sun-Kissed
When their kin fled to Sur'Telynth, one elven prince stayed to face the demons: Sul. With an army at his back, he marched to Hell's Gate. As his warriors fell, he looked to the twin suns and prayed.
The war was changed when his prayers were answered. One of the suns, once golden, turned grey, and inversely Sul turned from grey to gold. He shone with radiance, and his hands cast sunfire all around, reducing demons by the hundreds into ash. And he went on, burning demon upon demon, until he was no more. In his sacrifice, his people found life.
Sul Sun-Kissed remains to this day a martyr-hero for ash elves. They pray to him, and the two suns. With their blessing, ash elves walk unhindered under the fierce suns.

Severed From Grace
As a lost people left by their kin, the great forest is no longer their home. They are no more immortal from its tree sap, and can no longer hear the whispers of the leaves on the wind.
The great forest still exists, but its border is impenetrable even for ash elves. They care not about their former home, but instead seek for a new one. Ash elf tribes are pilgrims seeking a promised land beyond the demons.
In their search for a new home, ash elves have found an unexpected ally: a kind of desert beast, like a mix of lion and hare, known as bounders. Their connection is intimate - partner beings connected in spirit. Ash elves train bounders to be mounts, scouts, hunting partners, and guards.

Keepers of the Lost
Ash elves value their history above all else, and strive to recover their lost culture. Great honor is had by those few who know elven poems, draw elven symbols, and sing elven songs. Elven art and magic are essentially one and the same - an elf casts spells by singing a song or reciting poetry.
Ash elves place great value in literacy, and are one of the few people in Crifoth that can read and write. They collect every elven object they come across. The Trinket of the Past table serves as inspiration for what your ash elf might have recovered in their travels.

Trinket of the Past
d8  Trinket
1    Locket of golden hair wrapped around a silver pin.
2    Ripped leaf with delicate inkings - a page of elven poetry.
3    Sweet-smelling seed made of gold.
4    Amulet that, when placed to the ear, sings softly in Elvish.
5    Jeweled brooch that is cold to the touch.
6    Perfectly smooth arrow grown from wood.
7    Candle with a silver flame that never burns out or extinguishes.
8    Lyre with frescoes and engravings covering its stock.


Ash Elf Names
Ash elves take names they know to be Elvish names from the old world. In this way, they seek to preserve their culture from before the Fall. When a seeker of lore learns more of the Elvish language from ancient ruins, more names become available for new elven kids.
 Male Birth Names: Athrim, Khossad, Makul, Qinlen, Talli, Urlemros, Uvin, Varhelion.
 Female Birth Names: Azhi, Azima, Eshmera, Liaphine, Marthenya, Ravalee, Yeshana.

Ash Elf Traits
Ash elves of Crifoth have the following traits:
 Ability Score Increase: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
 Age: Like humans, ash elves reach maturity at 18 years, but their minds and bodies decay rapidly afterwards due to their severed connection to the magic of Sur’Telynth. They can only live to about 30 or 40 years old.
 Alignment: Ash elves relish freedom from the forces of evil and the tyranny of Archfiends, and are stalwart in maintaining their independence. They have strong familial bonds while distrusting outsiders fervently. Most ash elves lean towards chaotic good.
 Size: Ash elves range from 5 to 6 feet tall and have slender frames. Your size is Medium.
 Speed: Your base walking speed is 30 feet.
 Darkvision: Sul’s light shines within each ash elf and drives back darkness, granting you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
 Dream’s Journey: Whenever you finish a short or long rest, you can choose one skill. You have advantage on the next ability check you make using that skill. You can only have one skill gain the benefit of this feature at a time.
 Sunsblessed: Your Exhaustion Threshold is increased by 1, and you have resistance to radiant damage. In addition, you are immune to the Kilning.
 Literate: You are literate. You do not need to lose a skill proficiency to become literate.
 Keen Senses: You have proficiency with the Perception skill.
 Extra Cantrip: You know one cantrip of your choice from the bard, druid, or wizard spell list. Intelligence is your spellcasting ability for it.
 Elven Poetry: The poems and songs of your ancestors contain magic that only your people’s tongue can unlock. These are considered spell scrolls to you, and you can cast the spell on it even if it isn’t on your class’s spell list, or if it is of a spell level higher than you can normally cast.
 Languages: You can speak Common and Elvish. However, the art of Elvish literature and writing is extinct. Ash elves cling to their old culture with their dying breaths and avidly recover and preserve remnants of their past. Through their preservation of old culture, ash elves retain the ability to read and write.
This message was last edited by the GM at 14:18, Tue 03 Oct 2023.
GM
GM, 4 posts
Tue 3 Oct 2023
at 13:05
  • msg #3

Human

Human

“We have ruined what was given to us by the gods, and in their wrath they have abandoned us. No prayers will be answered, no retribution against the horrors that bring our doom will be given. We must suffer for our sins and burn in this new hell we have created.”
 —Malla Atrucia, High Priestess of the Temple of Xatia


A fallen race of an empire turned to rubble, humans live in a world that is no longer theirs. Orcs stampede through the sands uncontested, the Archfiends and their Legion slaughter and enslave their people, and the very forces of nature stir from an ancient slumber to combat the corrupting Affliction that warps the land. Humans, as it stands, are no longer fit to survive in this blasted hellscape.

Shards of Old Gods
Humans are the only beings that were created with a piece of the Five Sisters, and thus they are special among the other mortal races. This shard imbues each individual with higher reasoning and ingenuity. For generations, this was a blessing and lead to amazing advancements in human society, including the discovery of Sigils and the harnessing of magic. Humans, at their height, felt as though they were invincible.
After the fall of humanity, these shards made them a clear target for the Archfiends, since a human shard provides unprecedented power and sustenance for the demonic.

On the Verge of Extinction
Humans have not been able to adapt to this savage world they’ve caused. Hunted and enslaved by demons, humans live in pockets of relative safety. Their last vestige of population lies within the bowels of the Strongholds, toiling as slaves and as cattle. They lack the ferocity of the orcs, the wisdom of the ash elves, the acclimation of the ssuri, and the raw power of the incarni and tieflings.

Vagrant Outcasts
Humans no longer have a place to call home. They have been forced out of their grand cities through cataclysm, and their tribes pale in comparison to those of the orcs and ash elves. They are scattered, a broken people who cannot find a footing in the wastes. They wander aimlessly, lost sheep without a shepherd. In desperation, some humans try to integrate themselves into the tribes and communities of the other races.
Humans are considered weak, and because of their appeal to demons, they are such a target that to offer them refuge spells demise for their wouldbe aiders. Occasionally, a sympathetic group will accept a human into their group, providing for them but never fully accepting them as one of their own. A human who is taken in will often do anything to stay within this group, going so far as taking on risks for the group in order show their value and worth.
In a shattered world, humans are forced to find haven in the most remote or dangerous of places. As such, they can have some very unconventional homes. The Human Birthplace table serves as inspiration for determining where your human was born and raised in the wastes of Crifoth.

Human Birthplace
d8  Birthplace
1    Onboard a derelict, land bound galleon of an ancient past in the middle of a dried sea.
2    In the bowels of a cave, nestled in a remote canyon.
3    Born to a slave in one of the Strongholds.
4    An ash elf tribe’s camp.
5    In a glade of petrified trees.
6    An abandoned house in the decrepit ruins of a town of the past.
7    A ruined temple with stained glass windows illuminated by the suns of Crifoth.
8    An orc tribe’s camp.


Human Names
Humans will often times take on the names appropriate to the culture in which they were raised. For example a human who wants to fit in among ash elf tribes will trade a traditional human name for an ash elf name. Those who have scoured old ruins or if their ancestors have carried down traditional human naming conventions may choose to carry on their human name.
 Male Names: Akvir, Andis, Beirum, Caeldon, Erkses, Lothair, Takvid, Vidran, Xandar.
 Female Names: Aelova, Arlah, Eirna, Izora, Kalera, Satine, Secandra, Tanre, Zirni.

Human Traits
Humans of Crifoth have the following traits:
 Ability Score Increase: One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.
 Age: Humans reach adulthood at age 19, but the brutality of Crifoth makes it hard for them to see their fourth decade.
 Alignment: Humans survive through whatever means are necessary. They tend towards no particular alignment.
 Size: Humans are between 5 and 6 feet tall. Your size is Medium.
 Speed: Your base walking speed is 30 feet.
 Skilled: You gain proficiency in one skill or tool of your choice.
 Mettle of the Extinct: Whenever you make an ability check, attack roll, or saving throw, you may choose to gain advantage on the roll. Once you use this feature, you can’t use it again until after you finish a long rest.
 Gods-Given Prowess: Humans at their creation were blessed by the Old Gods with resourcefulness and skill. Choose one of the following options:
 •  Gift of Aptitude: You gain proficiency with two more skills or tools of your choice.
 •  Gift of Resolve: Your Grit point maximum increases by 2, and it increases by 2 every time you gain a level.
 •  Gift of the Touch: You know one cantrip from a spell list of your choice. Choose either Intelligence, Wisdom, or Charisma. That ability is your spellcasting ability for that spell.
 •  Gift of Victory: You gain proficiency in a single weapon of your choice. You gain a +1 bonus to attack rolls and damage rolls with that weapon
 Languages: You can speak Common and one extra language of your choice. The ability to read and write, however, is quite rare.
GM
GM, 5 posts
Tue 3 Oct 2023
at 13:30
  • msg #4

Incarnum

Incarnum

“I can feel the weight of my body on my soul. The brambles that once held me together snap off, piece by piece, returning to the earth. My time is soon and I am alone. And yet, though the creator has not made themselves known to me, I can still feel their rage, their fury towards the fiends. This is what keeps me alive.”
—Slate, Warden of the Lost Stones


Creations of the ancient and incomprehensible entities known as primordials, incarni are elemental power given form. They can possess the fury of a storm, the destruction of an inferno, and the unflinching strength of solid stone.

Elemental Beings
Wielders of great, raw elemental power, incarni are formidable warriors. An incarnum is a manifestation of primordial rage - the spittle of a frothing mouth of an ancient power, the teardrop of a lamenting primeval spirit. They feel the Affliction around them as others would feel wounds or aches. They see the ravaged and torn landscape and feel pain from each demon’s footfall.

Innocent but Lost
Plunged into an unfamiliar world, incarni have the mindset of a child exploring a cruel, destitute world. They wander the wastes aimlessly, disoriented and alone, until they come across a group of travellers. They seek out immediate companionship, eager to please their newfound family. This often means that many will take advantage of the incarnum for some foul purpose or another. It isn’t until much later, when the incarnum has learned about the nature of the world, that they develop their own ideals and values.
Incarni are extremely rare and meeting another is rarer still. Their time in the wastes is often lonely, never truly having a home with similar kin to call their own. If, by chance, an incarnum comes across another incarnum, they will often form an unbreakable bond and will stay together until they pass on and return to the world from which they were born.

Searching for Purpose
With a deep calling in their souls, incarni seek a greater purpose. Some incarni pray for weeks on end, hoping for contact with the primordial that spawned them. Others scour the wastes, searching for enlightenment and reason. Others still take it upon themselves to find their own purpose, to right the wrongs they see firsthand. There are some incarni that do none of these, forever lost in the wastes.

Creator Primordial
An incarnum has a dormant link to their creator primordial. This link can manifest with the incarnum’s creator primordial sending it prophetic dreams and giving the incarnum purpose. As part of fleshing out an incarnum character, consider the nature of that character’s creator primordial. The Creator Primordial tables offer names and natures that you can use to flesh out your character’s creator primordial.

Creator Primordial
d6  Named6  Nature
1    Esula1    Fierce and vengeful
2    Mymmeirroth2    Thoughtful and wise
3    Mystis3    Whispering and discreet
4    Arkaron4    Thundering and abrasive
5    Darnolam5    Forgetful and whimsical
6    Vylis6    Ambitious and sincere


Incarnum Names
When an incarnum appears into the world of Crifoth, it is nameless. They will accept the name of whoever grants them one and will often keep it until their death. Most times others will name Incarnum based on their physical appearance. There is no distinction in names given between male and female.
 Given names: Dune, Flash, Gale, Grime, Molten, Scorch, Shear, Spark, Tinder.

Incarnum Traits
Incarni of Crifoth have the following traits:
 Ability Score Increase: Your Wisdom score increases by 2.
 Age: An incarnum manifests as a fully-formed adult but suffers from rapid entropy, which causes them to deteriorate and weaken over time. As such, an incarnum can expect to live for a decade at most before reverting to their raw element once again.
 Alignment: Incarni embody the frustration of primordials, and can range anywhere from wrathful to protective. As such, most incarni lean towards chaotic and good alignments. Some incarni, however, have rejected their primordial roots and have struck out on their own with their own goals.
 Size: An incarnum stands about 7 feet tall and have dense bodies composed almost entirely of their embodied element. Your size is Medium.
 Speed: Your base walking speed is 30 feet.
 Alternate Sustenance: As beings of raw elemental power, an incarnum does not subsist on food and water, but instead requires an equivalent amount of a substance that is dependent on their subrace. Incarni do not have their Exhaustion points reduced by consuming food and water. Instead, consuming their alternate sustenance reduces their Exhaustion points by 1.
 Languages: You can speak Common and Primordial. Primordial is a language consisting of guttural words that sound, to the human ear, like natural events; thunder, the crackling of fire, the shifting of sand, the grating of stone, or the trickle of rain.
 Subrace: Three kinds of incarni can manifest in Crifoth: stormborn incarnum, cinderborn incarnum, and dustborn incarnum. Choose one of these subraces.

-Stormborn
A stormborn incarnum embodies the terrible force of the monsoons that ravage Crifoth. Their forms crackle with electricity, drip with moisture, are bolstered by strong winds, and have a voice that booms.
 Ability Score Increase: Your Strength score increases by 1.
 Elemental Resistance: You have resistance to lightning damage.
 Storm’s Ascension: You can use your action to cause the wind around you to swirl and lift you off the ground. This wind lasts for 1 minute and gives you a flying speed of 20 feet. Once you use this trait, you can’t use it again until you finish a short or long rest.
  Tempest’s Fury: Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d4 lightning damage to the target.
 Alternate Sustenance: Stormborn incarni require only air from a strong wind to sustain themselves.

-Cinderborn
A cinderborn incarnum embodies the blazes and scorching heat of the deserts of Crifoth. Their forms are charcoal black, and radiate a searing heat.
 Ability Score Increase: Your Dexterity score increases by 1.
 Elemental Resistance: You have resistance to fire damage.
 Inner Light: Your body sheds light like a torch. You can suppress or reactivate this light as a bonus action.
 Feed the Flames: As a reaction whenever you take fire damage, you may instead draw the flames in to fuel your own spirit. If you do so, you gain a number of temporary Grit points equal to the damage taken, instead of taking the damage.
 For the next minute, you can release the stored flames as an action. To do so, you can spend any number of temporary Grit points gained from this feature, and choose a target within 30 feet. The target must succeed on a Dexterity saving throw or take fire damage equal to the number of temporary Grit points spent. The DC for this saving throw equals 8 + your proficiency bonus + your Wisdom modifier. Once you use this feature you can’t use it again until after you finish a short or long rest.
 Alternate Sustenance: Cinderborn incarni require only charcoal and ashes to sustain themselves.

-Dustborn
A dustborn incarnum embodies the cracked earth, shifting sands, and dying vegetation dotting Crifoth. Their forms are rugged and strong, made of stone and sand, held together by brambles and roots.
 Ability Score Increase: Your Constitution score increases by 1.
 Stone Armour: Due to your resilient, yet encumbering form, you are ill-suited to wearing armour. Your natural composition provides ample protection; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armour, but if you are using a shield, you can apply the shield’s bonus as normal.
 Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
 Massive Form: If an effect would forcefully move you, it only moves you half the distance instead.
 Alternate Sustenance: Dustborn incarni require only plant matter, dead or alive, to sustain themselves.
GM
GM, 6 posts
Tue 3 Oct 2023
at 13:51
  • msg #5

Orc

Orc

“We will make them tremble and we will bring them to their knees! Run with us, dowada, and see the might of the orcs unleashed!”
—Demon-Drinker Ha’Nad of Mother Camp


Proud warriors with indomitable spirits, orcs thrive in the blasted hellscape of Crifoth. They leap from crag to crag, run through the wastes in great tribes, boast mighty weapons of bone and stone, and conquer all that cross their path.

Ritualistic Hunters
To an orc, the hunt is sacred. The meat of their prey becomes their food; the tendons, bones, hides, organs, and other entrails are used to build their homes and their weapons; and their spirits are revered in their passing. They record their prey as paintings on rock walls, as tattoos on their flesh, and carvings on their tusks. An orc’s measure of pride is the number and mightiness of their quarries - and there is but one prey that brings the greatest pride: demons.
If a tribe catches wind of a nearby Legion centuria or demon, they will immediately sound their warhorns, gather their warriors, and hunt them down. Sometimes a whole tribe will track the demon for weeks through the sands until they finally slay it. Afterwards, the tribe holds a grand celebration as they burn their dead and their prey with the black fire of burning demon blood.
One rite of passage for a young orc to prove their might is to begin an Everhunt, a ritualistic hunt involving venturing into the wastes and slaying a powerful demon. Once they return with proof of
their victory, they are welcomed back into the tribe as ”towa” (“champion” in Orcish), an elite group of warriors in an orc tribe, and the only rank of orcs allowed to mate. Those who set out to undertake this quest may not return to the tribe until they have completed it, else they are branded as “ikta” (“coward” in Orcish), a fate worse than death for most orcs. Given how dangerous an Everhunt is, numerous orcs do not survive this test. The Slain Demon table serves as inspiration for determining what demon your orc defeated on their Everhunt, if any.

Slain Demon
d8  Appearanced8  Supernatural Ability
1    A writhing mass of tentacles.1    Warped light and shadow around itself.
2    An abomination with rotating faces that show the faces of each attackers’ loved ones.2    Whispered words of the dead in a haunting choir.
3    A long, serpentine body with flowing scales of molten obsidian.3    Blended in with its surroundings, becoming invisible.
4    A hulking form with long, scythe-like claws.4    Replicated itself during the battle.
5    A conglomerate of a thousand corpses, each one wailing and screaming.5    Sprouted dozens of bat-like wings, taking to the sky.
6    A small, hovering eyeball with seven irises.6    Extended tendrils fifty feet in every direction.
7    A colossal, skeletal figure with melting skin.7    Turned your hunting companions inside out.
8    An impossibly thin parasite that used the corpse of a fellow orc like a puppet.8    Had a gaze that turned mortals to ash.


Booming and Thunderous
Orcs strike fear into the hearts of wastelanders before they are seen. With stomping feet, loud war cries, and the pounding of drums, they announce their presence across the sands. They are said to have a voice that shakes the earth and even cause injury to those who listen.
There are many occasions to hear the cry of the orcs: before battle, after a successful hunt, celebrations based on the cycle of the moon. Those who have the loudest cry are the most respected, and orcs love competitions that are ritual, cacophonous eruptions of cries, hand claps, foot stomps, and drums.
Each tribe has their own unique call, some preferring to use only their voices, while others, like the Thunderdrums, accompany their shouts with hide drums and various warhorns fashioned from demon bone.

Mighty Clans
Orcs have a strong sense of kinship among their kind, and their tribes reflect this. They are well organized, hierarchical, and each member of the tribe relies on the others. Despite this, squabbles and fights within a tribe are common and encouraged, allowing the tribe to get stronger.
An orc’s identity is solely based on the tribe they hail from and their rank within that tribe. In the tribe, there is a hierarchy based on strength and skill. Elite orcs, known as Towa, have proved themselves as the strongest fighters and benefit by being able to eat and drink first, the right to mate, and the privilege of being at the front lines in battle.
There is no room for weakness in an orc tribe. Orcs of lower ranking status will often fight an orc of a higher status to the death to hopefully take their place in the pecking order. There are many orc tribes scattered across the wastes of Crifoth, some consisting of just a few members, while others are gatherings of multiple families that can reach a population of a hundred or more.

Orc Names
Orcs will take their family name and put it in front of their given name, split by an apostrophe. Family names are shared to all their close kin, bestowed upon them after completing their Everhunt. Their given name is usually something short and guttural. Female names usually end with a hard consonant and male names usually end in a vowel or soft consonant sound.
 Prefix Family Names: Du’, Ha’, Mir’, Ser’, Tam’, Za’.
 Male Given Names: Bral, Gran, Grith, La, Mi, Naz, Ra, Shar.
 Female Given Names: Brovok, Drok, Hab, Keth, Lar, Rog, Zak.

Orc Traits
Orcs of Crifoth have the following traits:
 Ability Score Increase: Your Strength score increases by 2 and your Constitution score increases by 1.
 Age: Orcs mature faster than humans, reaching adulthood around the age of 12. Their violent and ruthless lifestyle means that orcs tend to not live beyond 30.
 Alignment: Orcs have a bloodlust for battle and violence, valuing strength and victory over all else. Their tribes squabble and fight constantly, as conflicts and disagreements almost always end in battle. Orcs tend to be neutral evil.
 Size: Orcs are larger and bulkier than humans, often standing over 7 feet tall. Your size is Medium.
 Speed: Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armour.
 Brawny: Your Grit point and Blood point maximum both increase by 1, and they both increase by 1 every time you gain a level.
 Powerful Jump: You have advantage on Strength (Athletics) checks made to jump, and you treat your Strength score as if it were doubled for the purpose of calculating jump height and length.
 Unleash the Thunder: You can let out a mighty bellow, beat your chest, and stomp the ground to shake the earth and your foes. You can cast thunderwave with this trait as a 1st-level spell without requiring somatic components, using Strength as your spellcasting ability. Once you cast this spell, you can’t cast it again with this trait until you finish a short or long rest.
 Orcish Resistances: You have resistance to thunder damage, and are immune to being deafened.
Languages: You can speak Orcish. It is a harsh, guttural language, and orcish culture and tradition is passed orally from one generation to the next. It has no written form.
GM
GM, 7 posts
Tue 3 Oct 2023
at 14:10
  • msg #6

Ssuri

Ssuri

“Sssssss r’awksss!”
—greeting in the Ssuri tongue


The ssuri of Crifoth are a reptilian people accustomed to life in the sands, emerging after the Fall of Humanity from life underground. Their reptilian traits make life in the hot, blasted wastes of Crifoth much easier, requiring less food and water than the warm-blooded.

Subterranean Origins
Decades ago, after the fall of humanity, the race of ssuri crawled out of their fissures and caves, squinting in the harsh sunlight. They were different from anything else ever seen, with dark scales and reptilian forms, their language full of hissing and guttural growls, but nonetheless they showed a higher level of cunning and intelligence than other beasts. At first there were few, but word quickly spread of these lizard creatures climbing out into the surface, and they quickly became a menace to the survivors of Crifoth. They integrated quickly into this new world, proving dominance in their ability to survive, becoming known ubiquitously as the ssuri—invaders from beneath.
They learned the common language and developed their own dialect which mixes common words with the guttural hissing and grunting associated with their native language.

Close Clutches
Once a female ssuri lays her eggs in a secure underground spot, she abandons them. When the first of the eggs hatch, the ssuri finds itself alone in the dark. They wait for their siblings to hatch and help those who are struggling to break free of the thick eggshell. Once all the hatchlings are free, they eat the remaining unhatched eggs. From there, they will rely on each other in order to get out of their hatching place and onto the surface. This required reliance to survive creates a closeness - an unbreakable bond between a ssuri and their clutchmates.
For the rest of their lives, ssuri will usually travel with their clutchmates. The strongest ssuri will usually lead until challenged by another in the clutch. Since there are so few, in spite of their primal behaviour, there isn’t much infighting within the clutch. Ssuri clutches are feared becauseof their unparalleled coordination, seemingly fighting as one. They are known to be willing to do anything to live another day, and take anything by force that they see fit.

Indiscriminate Predators
Not only are ssuri strict carnivores, they also have no qualms about eating the flesh of their own kind; however, ssuri will not kill a clutchmate, due to their inseparable bonds. This protection does not extend to other ssuri.
A ssuri clutch is a band of voracious, deadly hunters, setting upon camps of survivors not only for their gear but for the flesh of the survivor itself. They take no captives, except perhaps to keep their prey as food for a later day.

Reptilian Minds
Ssuri not only appear reptilian but also have minds extremely different from those of the other humanoid races. Their emotions are not expressive, instead limited to basic, primal instincts. They see any complex emotion as useless, as it doesn’t add to one’s survival. Ssuri are more calculating than other races - they don’t let their emotions get the better of them or even feel the most basic physiological triggers brought on by emotions such as fear, anger, sadness, and so on. They perceive threats as things to avoid or fight without the added disadvantages of that primal fear that others would experience.
Ssuri do not feel a closeness to others they have been travelling with. They regard them as companions as long as they remain useful for survival. Neither do they mourn death, instead seeing the dead as yet another source of food. Through prolonged contact with other races ssuri can learn to respect complex emotions but only ever from an outside perspective.
You can use the Ssuri Quirks table to determine a personality quirk for a ssuri character or to inspire a unique mannerism.

Ssuri Quirks
d6  Quirk
1    You think in terms of predators and prey, and you are the perfect predator.
2    You have difficulty finding words to express your thoughts, so you often use an incorrect word when talking.
3    You cannot use or understand metaphors. Your speech is always literal.
4    You are calm, detached, and have no qualms with sitting in one spot without moving.
5    Your companions are tools to you - a means to an end.
6    You see your companions as clutchmates, and would do anything for them.


Ssuri Names
Ssuri names in their mother tongue are extremely difficult for other races to pronounce with the amount of hisses and clicks they contain. They use these names when conversing with other ssuri. For the other races, a ssuri will adopt a name pronounceable with the common tongue. For such a name, a ssuri finds two common words that they find particularly pleasing to hear and easy for them to say, and will combine those two words and create their name. Both with native names and their adopted names, there is no separation between male and female names.
 Native Names: Chuk’zasz, Ki’skr’r, Lusk’k, R’ak, Roxl’ik, Sa’ra’ka, Sark, Sx’lixl.
 Adopted Names: Bonewhisperer, Burnmeat, Corpseslice, Cruelspite, Hurthunt, Rankshank, Seizetribe, Snarlthroat, Strikespine.

Ssuri Traits
The ssuri of Crifoth have the following traits:
 Ability Score Increase: Your Constitution score increases by 1.
 Age: Ssuri age quickly, reaching adulthood by the age of 2. They rarely live beyond the age of 10.
 Alignment: You have no qualms with eating the flesh of other sentient beings for sustenance, and your mind and values are alien to the warmblooded. Ssuri have strong ties to other members of their clutch, yet have no parental instincts, going so far as to eat their young. Ssuri that do survive their hatching often carve a new path alongside their clutchmates, forming a tight group.
 Speed: Your base walking speed is 30 feet.
 Darkvision: The nocturnal and subterranean lifestyle of your ancestors gifted you with superior vision in dark and dim conditions. You can see in dim light within 60 feet of as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
 Reptilian Metabolism: Your Exhaustion Threshold is increased by 2.
 Languages: You can speak Ssuri. It is an alien language nigh impossible to replicate with the human tongue, involving lots of hisses and guttural sounds. Ssuri are too short-lived and lack a proper family structure to effectively pass on history and culture.
 Subrace: Two subraces of ssuri are found in Crifoth: Hardscales and Quickfoots. Choose one of these subraces.

-Quickfoot
As a Quickfoot ssuri, you are small and nimble, using cunning instead of brawn to survive. You rely on swift movements and vicious strikes to defeat your foes.
 Ability Score Increase: Your Dexterity score increases by 2.
 Size: Quickfoot ssuri are small in stature, standing between 3 and 4 feet tall and weighing about 50 pounds. Your size is Small.
 Scurrier: You can move through the space of any creature that is of a size larger than yours. In addition, your base walking speed is increased to 40 feet.
 Vicious Critical: Whenever you score a critical hit, you can choose to deal maximum damage, instead of rolling. Once you use this feature you can’t use it again until after you finish a short or long rest.

-Hardscale
As a Hardscale ssuri, you are tough and resilient, possessing formidable natural weapons and armour. They are crocodilian in shape, possessing a massive form that towers over most others.
 Ability Score Increase: Your Strength score increases by 2.
 Size: Hardscales are much bulkier and taller than humans, easily reaching 7 feet in height, and their thick spikes, plates, and spines make them appear even larger. Your size is Medium.
 Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.
 Natural Armour: You have tough, scaly skin. Your AC is 14 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armour.
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