Qu'Raavi (5e Race)

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Qu'Raavi[edit]

The Qu'Raavi are often met with a mixture of apprehension, fear, and disgust by the majority of society that has heard the rumors about them, rumors of twisted skin, missing features, and grotesque deformations, whether true or not, have warped the perception that outsiders have of them. Legends about the Qu'Raavi vary, from bedtime stories about a people afflicted by a great disease, to campfire tales of a mysterious race of killers who made sinister pacts with deities to enhance their bloodlust, and their rarity in public makes it near impossible to separate fact from fiction. Despite their tragic past, the Qu'Raavi try to live as best they can, and have developed metallurgy on par with the dwarves and elves, and textiles more advanced than any other culture.

Physical Description[edit]

The Qu'Raavi made many modifications to the bodies over the course of their hay-day, many of which had unexpected consequences on their offspring. Anatomically, they appear mostly humanoid, with a few differences: they have more slender hands that only have 3 fingers, their shins are placed bowed back further than their thighs. Their skin varies from human skin tones to more high contrast pinks, with a koi fish-like pattern covering their skin in red patches. Qu'Raavi eyes are different than humanoids' as well, with the pupil being approximately the size of a human iris, and the iris covering the rest of the observable eye, the Qu'Raavi eye colors typically consist of greens, yellows, purples, and blues, and heterochromia is common. As a result of trying to remove the inability for same gendered couples to have children, the Qu'Raavi altered their bodies to become largely agendered, their hips are traditionally wide, with flat chests, and sexual organs can be changed through a process called "Floradynamisis", this process takes 3 months to complete, during which time, mood swings and voice cracks are common. Because of this, they are always fully clothed, as exposing their skin could prove fatal, a vast majority of Qu'Raavi will wear a custom fitted skintight garment called a, "taraan" that covers the body from feet to jaw, taraan are coated in a bacteria that cleans and fights off infections. Qu'Raavi that venture outside their settlement will wear armor or other coverings, partly to hide their identity, and partly to give more protection from outside elements. The smithing of the Qu'Raavi is extremely intricate, and their armor will usually have detailed designs on, with the most complex designs reserved for the helmets.

History[edit]

The Qu'Raavi'Do (Qu'Daa for, "Ones without flaw") were a tribe of humans, elves and genasi living in what would become the Fey Woods, who realised the potential of magic for the betterment of life. It didn't take long before magic was used as commonly as breathing, to do everything from eradicating disease among their clan, to making themselves more sexually appealing. Within the span of a single generation, the Qu'Raavi'Do had made a virtual utopia. However, a short sited drive to perfect the present, with little regard for the future, resulted in a crumbling of everything they had built. Their eradication of disease meant that their immune system was severely weakened, effectively forcing them to have to stay within the confines of their city, and completely cover themselves so as not to get infected. Their alterations to their bodies resulted in unsightly mutations to their children, with many of them living short, painful lives. The reputation that they had built in the early days of the universe as an advanced race of near-perfect beings crumbled before their eyes. Not able to leave their city for risk of disease, struggling to keep their children alive, and deformities keeping them from expanding, they quickly devolved into mass poverty, and renamed themselves the Qu'Raavi (Flawed Ones) as both a reminder of the dangers of self indulgence, and a brand of shame.

After a few generations, the residual magic effects on their children began to lessen, and the discovery of the Algaena (a plant whose fibers are used to weave Taraan) meaning that the clan could return to something akin to normalcy, the Qu'Raavi were able to start rebuilding from the embers of their once great society. They banned their people from practicing magic because of the effects it had had on them, and only allow the enchanting of inanimate objects, and began to take on a more monastic way of life, with strict traditions, a less materialistic and perfection based outlook on life, and a newfound respect for the natural world, they appear to be in the beginnings of making a comeback.

Society[edit]

The Qu'Raavi have adapted their culture to suit their new lifestyle, those within the confines of the Fey Woods live a highly regimented lifestyle, that combines the arts, combat training, studying emergency first aid, and apprenticeship for their future jobs. The diet that the Fey Woods provide consists largely of small game, flora and certain fruits. Their government is based on a spiritual leader called a Haantuk, who will guide the people in meditation, make decisions on food, land, and agriculture. In addition, the Haantuk will officiate marriages, and oversee childbirth.

The average member of the clan will spend their days meditating, hunting or farming for food, performing whatever job they are involved in, and raising their children.

Inside their culture, the Qu'Raavi are hard working and dedicated to what they do, it isn't uncommon for those in their prime to work daylight hours. Every trejdes, however, is given to leisure and spiritualism, and on these days, art, cooking, meditation and athletics are common pastimes.

Common jobs and their applications involve:

Monks

While nearly all members of the clan are highly spiritual, the monks, or Qu'Hasho are those who are officially monks. The Qu'Raavi have no specific deity they worship (in many cases, gods are met with antipathy, for their lack of help during their crisis), and thus, their religion practices general spiritualism, being at peace with one's flaws, not seeking constant happiness, but instead finding comfort in small moments of joy, and respect for life. Magic is seen as something that no mortal can comprehend, and the practice of it is considered a transgression against the most fundamental part of their life, and is often met with stern punishment, and in some cases, the death penalty. It is the job of a Qu'Hasho to keep these tenets in mind, and use them to keep the peace, give advice and act as role models to the rest of society.

Blacksmiths

Injury can be fatal to the Qu'Raavi, so out of necessity, they have become highly talented armorers, while function is the main priority, the blacksmiths of the Qu'Raavi will often design their armor with complex floral designs, or intricate inlays of abstract appearance. While small deposits of minerals can be found in the Fey Woods, a majority of their metal is delivered by scouts who work outside of the woods. A typical set of Qu'Raavi armor consists of bracers, pauldrons, a breastplate, shin guards, and a helmet, which, because of their sensitive bodies, Qu'Raavi are encouraged to wear all day, with the exception of eating, which is to be done privately.

Textile Workers

Textile workers are highly regarded in the Fey Woods, they are the ones tasked not only making the standard garments of the people, but also the taraan, without which, their population would dwindle even further. The creation of a taraan is a very intimate process, as the measurements must be so precise that clothing cannot be allowed to interfere, the textile workers are said to be the only people who would see a Qu'Raavi unclothed more than once. Young members of the clan will have new taraan made as growth requires, however once adulthood is reached, it is standard procedure for a new one to be made every 5 years, both for fitting and hygiene.

Scouts

While the magic infused nature of the Fey Woods can provide certain things like food, and building materials, some things simply cannot be found, this means that some Qu'Raavi are required to leave the relative safety of the Fey Woods and venture into the rest of the world. The goal of a scout is vague, but boils down to getting resources for the clan, whether that be minerals, new foods, information or anything else important, but nobody knows how these are delivered. Once a scout leaves the Fey Woods, they are sworn to never return as long as no form of immunization to the people exists. It is for this reason that only the most capable Qu'Raavi are selected to be scouts, and even then, they aren't obligated to accept it.

Other Jobs

Other important jobs include hunters, farmers, owners for orphanages, butchers, bakers, masons, and carpenters. These jobs, however, function as they would anywhere else.

Magic[edit]

It goes without saying that the Qu'Raavi have a complicated relationship with the arcane, while specific response will vary from person to person, their is a general trend. Every so often, a member of the Qu'Raavi will have some greater awakening of arcane power, or simply choose to explore what is innately in them, this is often met with a cautious apprehension, but due to experience with a cleric healer named Reylynn, who was able to find a way to rid the Qu'Raavi of the worst of their arcane intolerance through magic of her own, the Qu'Raavi are less hostile towards magic than they once were. Most Qu'Raavi choose not to practice magic because of the risks involved, but those who do are free to do so, outside of the confines of the town proper.

Qu'Raavi Names[edit]

Qu'Raavi Names: Do'Hun, Ga'Tri, Vahenna, Ku'Yun, Porennu

Qu'Raavi Traits[edit]

Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1.
Age. Qu'Raavi mature at about 15, and typically live to be between 60 and 90, although certain residual magic effects can shorten or lengthen this lifespan.
Alignment. While in the confines of their clan, Qu'Raavi are fiercely loyal to the laws of their tribe, however, scouts feel no allegiance to the laws of the rest of Beachblush, often leaning towards a chaotic alignment.
Size. Qu'Raavi have remarkably similar size and build, often being within a few inches of 5'. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Arcane Sense. Due to the lingering magical properties of the alterations their ancestors performed, members of the Qu"Raavi can sense magic and magic infused items. As an action, a Qu'Raavi can send out an invisible pulse of energy within 10 feet of them. Until the start of your next turn, you sense the presence of magic within 10 feet of you and any magical creature or object glows. Once you use this trait, you can not use it again until you finish a long rest.
Last Resort. While magic is shunned by near all Qu'Raavi, it is still a fundamental part of their anatomy, a fundamental part which can be released as a final desperate act. As an action, you can release a wave of energy. All creatures within 30 feet of you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 + (1d6 times your proficiency bonus) force damage on a failed save, and half as much on a successful one. In addition, you automatically fail the saving throw against this effect and take the full force damage from last resort.

Once you use this trait, you cannot use it again for 3d4 days.
Languages. You can speak, read, and write Common and Qu'Daa, the native language of the Qu'Raavi.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 6'' +1d12 130 lb. × (3lbs) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


Suggested Characteristics[edit]

When creating a Qu'Raavi character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics if desired.

d8 Personality Trait
1 Since leaving the Fey Woods, my hygiene has gone out of control.
2 I enjoy feeding the rumors about my people.
3 The temptations of the outside world are beginning to get to me.
4 Exploring has become my new favorite thing about the outside, I can't stay in one place for long.
5 My job is one of duty, not enjoyment.
6 I ask questions for everything about the outside world.
7 I have a tendency to steal the materials I send to my clansmen.
8 I deface religious places as a small act of revenge for their cruelty.
d6 Ideal
1 Truth. The rumors about my people must be corrected. (Good)
2 Respect. Just because they aren't my laws, doesn't mean they shouldn't be followed. (Lawful)
3 At All Costs. The laws of outsiders mean nothing to me, I will do what I must. (Chaotic)
4 Skill. The people I have to remove to get what I need are just obstacles. (Evil)
5 Individual. I've moved on from the clan, I have to forge my own path. (Neutral)
6 Ties. The family I've found is as valuable as the one I was born into. (Any)
d6 Bond
1 The clan is the more important than anything else.
2 A party are just a means to an end, at least for now.
3 The people of the outside are cruel, so I will be too.
4 A thief once stole my materials for the clan, I will have revenge.
5 I had to leave my significant other when I became a scout.
6 My party are my new clan.
d6 Flaw
1 I'll steal even the smallest thing if it will benefit my clan.
2 Becoming a scout was just a way to escape, I don't owe anyone anything.
3 The gods left us to die, I can't hide my disdain for them.
4 My customs are correct, and I'll educate anyone who says otherwise.
5 I'll keep a low profile, no matter who gets hurt for it.
6 My old life was better, and I'll let everyone know about it.
3.00
(one vote)

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