Tremorian (5e Race)
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|“||Do you know how much noise you make when you try to sneak around?||”|
The tremorian are humanoids that are said to originate from under the heated sandy deserts. Due to living in tunnels for most of their lives, their skin is usually pale. They have a largely human appearance, but usually with yellowish eyes and red pupils. Their body form is slightly angled, and they have limber, muscular bodies to scale rock and crawl through crevices. Most notably, they have a protruding spine which extends out to a tail with a scorpion stinger at the end.
Tremorians are believed to have existed between the surface world and the Underdark. They are said to be an ancient civilization, possibly once referred to as "lesser tlincalli." Due to their lesser status, they were supposedly locked away in ancient underground ruins for millennia by the half scorpion tlincalli. Despite this supposed imprisonment, they are believed to have kept connections with the world above, as hinted by their eyes, which have not turned blind. Supposedly, while they were believed to be imprisoned, they merely bided their time, living in the sands like unknown beasts. Unlike the tlincalli, who raided desert caravans and were known for their fierce banditry, the tremorians largely were ambush hunters. Because they hunted more so than raided, they do not have as much infamy associated with them as the tlincalli.
The lives of tremorians rely on their teamwork spread out through their complex nests, with labyrinthine tunnels and various caverns for many purposes. Tremorians do not have a concept of family outside their larger nest. They are highly community-driven, pooling all their fruits of labor together at the end of the day. Females typically function as guards to broods, where breeding mothers house all the eggs of the nest. These eggs are deposited whilst small, in clutches of up to eight. These eggs mature over the course of two years, after which the young break out as adolescents. Upon being born this way, tremorians are instantly given jobs to serve the nest, ranging from hunters, to guards, to brood servers, and breeders. Some individuals in the community find this life stifling, and thus flee to live on their own. These tremorians are regarded with disdain by those they left behind, being seen as traitors of the entire nest.
Names for tremorians are simple to a degree. They have extra vowel-like sounds in the middle, often. Male names end with a consonant, while females usually end with a vowel.
Male: Kef, Mrel, Liduin, Konaq, Felsrig, Buip
Female: Luno, Merhai, Cree, Honse, Beetro, Zaye
Scorpion-tailed tunnel dwellers
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Tremorians mature at about 20. They rarely live up to over a century.
Alignment. They are lawful towards their nest, and largely indifferent to others.
Size. Tremorians have heights roughly equivalent to that of humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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 color in darkness, only shades of gray.
Dirt Sense. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 10 feet of you.
Recall Dwell. To navigate your dirt tunnels, you have impeccable memory. You can accurately recall any locations you have been in the last month, without making a check.
Low Air Setting. In the ground, there often isn't much air. You can hold your breath for up to an hour at a time.
Stinging Tail. Your tail is a natural weapon, with which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier.
Poison Injector. In battle, you can use your scorpion tail to its full potential and inject venom into enemies. As a bonus action, you can make a special attack with your tail. If the attack hits, it deals its normal damage, and it deals an additional 2d6 poison damage. You can't use this trait again until you finish a short or long rest.
Languages. You can speak, read and write in Common.
Random Height and Weight
|5′ 3″||+2d8||140 lb.||× (1d8) lb.|
*Height = base height + height modifier
When creating a Tremorian 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.
Tremorians are communal creatures. But some of them are colder than others, and sometimes they don't want to deal with anyone and run away.
|1||I try my best to help anyone I can.|
|2||I correct myself quickly when I make a mistake.|
|3||I like to speak with double entendres.|
|4||I like animals more than people.|
|5||I often end up telling long winded stories.|
|6||I like to stay away from other people and go on my own.|
|1||Protector. You desire to protect those you are around, no matter the cost.|
|2||Fierce. You have no problem piercing your blade into someone's face to get what you want.|
|3||Territorial. If someone comes to close to you or someone you care about you'd do anything to stop them.|
|4||Confused. You have reached the conclusion that no matter the person their mind can be changed.|
|5||Ignorant. Your lack of human interaction has made you ignorant to many things but, ignorance can be bliss.|
|6||Team player. Working in the tunnels has changed your way of thinking, working with others on everything is your favorite way to do things.|
|1||I freeze up when put in the spotlight.|
|2||I have trouble trusting anyone new.|
|3||I feel uncomfortable in open spaces.|
|4||Outside of battle, I tend to be clumsy.|
|5||I think my tastes are the best.|
|6||I don't like to look at uncomfortable situations, so I ignore them.|