Races (Chanbara Supplement)
Races[edit]
"The barbarians trouble me. We have just gotten over the clockwork dolls, and now we have these strange folk pouring in like rats. Something must be done for the purity of Nikko."
-Joui, A member of the Dragon Brigade
Baketako[edit]
Some of the strangest denizens of Nikko, the bipedal octopi known as Baketako rarely venture from their cities under the sea. However, exiles from the deep underwater halls often find their place among the people of Nikko as odd but efficient bodyguards and mercenaries.
Elves[edit]
Elves are uncommon in Nikko but not unheard of. Elves in Nikko are either outlanders from across the sea or the descendants of the survivors of the First War Against the Barbarians who were left stranded in Nikko.
The Elves across the sea hail from the tribes of the Tumen on the western continent. They are a proud culture where strength and courage are favored over beauty and grace. While they are viewed disdainfully by the people of Nikko as "uncultured" their horse breeds and tactics are still used in Nikko today, and was partially what helped Shirogane Taiga's armies dominance on the battlefield.
The Elves that were descendants of those stranded in Nikko are treated poorly. This has pushed them to gain power either through crime or honor, and while they may seem tamer than their horse riding kin, ambition and determination still burns in their eyes.
Elves living in the elven slums of Nagasaka Urban Elf
Foreign elf from the Golden Plains Horselord Elf
Half-Elves[edit]
Similar to elves, half-elves either come from across the ocean or from the elven slums of Nagasaka.
Half-Kitsune (Tiefling Reskin)[edit]
Half-Kitsune were born from a human parent and a powerful kitsune disguised as a human. As such, while you still appear human, you may have fox-like features, such as beady orange eyes, vermillion or silver hair, pronounced canines and the like. This other parent has also given you some of it's magical properties as well, like your defense against fox-fire, and spiritual powers that grow as you do.
While some Half-Kitsune are shunned by society others use their abilities to rise to places of power and notability, either through diplomacy and magical prowess, or less upright means.
Half-Oni (Half-Orc Reskin)[edit]
Whether a product of star-crossed lovers or a hectic revel during a festival, half-oni were born from one human and one oni parent. With the blood of an oni in their veins, half-oni are much larger and well built than their human kin, with skin that matches the hue of their oni parent and one to two horns sprouting from their forehead, about 2 to 3 inches long.
Half-oni are less likely to conform to rigid Nikko society, and either find employment breaking the law, or find a job suited to their skill set and want of freedom. As such, there are many half-oni who work as sailors in the port cities of Nikko, hunters in the wild, body guards for those who care little or do not have the luxury to expect of etiquette, or as traveling adventurers.
Halflings[edit]
Halflings native to Nikko live in the cold northern region of Yezochi. These halfling tribes who are collectively called Katari are mostly hunters and fishermen that have village settlements away from the humans, only interacting with traders. While technically under the shogunate's control and part of Nikko, the Katari are mostly autonomous and occasionally engage in conflict with their human neighbors over hunting grounds and land disputes.
Unlike their cousins across the sea, the halflings of Yezochi tend grow out their beards and wear clothes made from plant fibers woven into intricate patterns. The halflings of Yezochi honor the kami (or in their language "Kamui") of Nikko though they have different names for them.
Yezochi Halfling Subrace
Ability Score Increase. Your Dexterity score increases by 1.
Bear Hunter. The halflings of Yezochi are trained in hunting bears with arrows and poison. You have proficiency in the shortbow and have proficiency with a poisoners kit. You can create Katari Poison, a poison which recipe is passed down through families for generations.
Katari Poison 150 gp A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. Evolving Recipe: The more you work with the poison the more exotic and interesting combinations you can add. The poisons damage increases to 13 (2d12), the DC to 12, and the price to 300gp when you reach 5th level, 19 (3d12), 14 and 600 gp at 11th level, and 26 (4d12), 16 and 1200 gp at 17th level.
Humans[edit]
Humans are the most numerous race on Nikko. It is their cities and farms that cover the continent, their warriors that fight on the battlefield, and their priests that make offerings to the gods. As such they are a haughty race, dismissive of other races and suspicious of outsiders. Their skin ranges from tawny to fair and they have black hair and dark eyes.
Karakuri[edit]
Karakuri were a race created from trapping a spirit from the spirit world into a small box to power a mechanical body and mind. They were produced during the Age of War by the Hatsume clan and helped Tora Shirogane defeat his contenders. While the shogunate banned the creation of further Karakuri, the ones existing were allowed to live out the rest of their lives in peace. Most people in Nikko view Karakuri with curiosity and even sometimes reverence instead of suspicion.
Outsiders[edit]
Races not mentioned here can be considered outsiders from across the sea. Depending on the region, outsiders can be viewed with levels that range from curiosity, suspicion to hostility. Most provinces in the north east view the outsiders as guests and a source of trade, however that attitude cools significantly closer to the capital and central provinces, and in the southern provinces they are treated little better than invaders. Outsiders well versed in Nikko culture may be treated slightly better but not by much.
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