Unarma (5e Race)

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Unarma[edit]

Well if you can't figure out how an Unarma won the election, maybe I can spell it out for you- there are 8 times as many Farauds in Leimfatt as every minority race combined. It seems to me like the Vanara have finally figured out that politics are more important than race.
—Pfelldör Spsaklhöt the Third, 2nd Consul of Leimfatt

Physical Description[edit]

A depiction of an Unarma warrior holding two Broadswords.

An Unarma resembles a human with the head and other significant physical characteristics of a nine-banded armadillo, with a small, pointy face and a forehead coated in keratin scales. These scales continue down their back into a hard shell, with plates along the vertebrae to facilitate them curling up. They have long tales emerging from their lower backs, which reach almost to the ground, but not quite.

Unarmas are capable of growing facial hair, although there are so many superstitions and stigmas regarding, length, styling, and effort put into the grooming and upkeep of facial hair that it remains rare for the average Unarma. Clothing styles among Unarma are somewhat affected by that of the Faraud Empire they inhabit, at least in terms of patterns and color, although the style has generally been consistent for at least 500 years, with a simple tunic extending over a shorter pair of pants.

History[edit]

Unarmas are native to the south of Cursa, which has had rapidly changing borders for at least the past 2500 years. Unarma have generally never had their own prevailing nation, and have had little autonomy within the empires the inhabit. The first signs of Unarma society emerged in the north of the Sebann peninsula about 2000 years ago, in what was then the Eleran Empire, before being conquered by the larger Groskar Empire. Following the collapse of that nation in 456 WR.Í., the nation of Cercvia existed independently for a couple years, soon after being annexed into the Faraud Empire, which changed its name to the Kingdom of Leimfatt after a coup.

After that came the long reign of Hamangia-Adamott, ruling over the Unarmas, and pretty much all of southern Cursa for nearly 350 years between 564 and 902, when a destructive war in the Lovar desert brought about the end of Hamangia-Adamott. Emerging from the ruins of the empire, the Unarmas allied with the new Leimfatt, now going by both names while neither a Kingdom nor and Empire, in order to secure their safety in the wars tearing apart the region. Currently, the Unarma are one of the three minority groups of Leimfatt, along with the Mania and Giff.

Society[edit]

As evidenced by their history, unarmas have never particularly valued their self-determination, especially when things seem reasonable as is, and an effort for freedom would result in too much suffering. Beyond that, they generally dismiss any sort of idea of a nation-state, seeing all humanoid species as generally the same. That's certainly not to say unarmas are without prejudice- one of the defining traits of them is the seemingly random traits that they have stigmatized and extended meaning into, such as birthdate, eye and hair color, and clothing style. The detailed Cercvian zodiac can be read below.

Unarma Names[edit]

Unarma names are defined by the Cercvian language, a member of the Tavertine language family. In terms of phonology, the Tavertine language family includes a distinction between long and short sounds, denoted by the letter combinations mm, nn, nng, nny, ss, ff, fhh, bhh, vv, lll, and lhh. Unarma naming tradition is generally similar to European ones, with a first name given to each individual and a surname shared by families. The major exception is that in the somewhat common occurence a child is born as identical quadruplets, they all share one name and are numbered based on birth order.

Male: Ablompwerummh, Bwonntllurb, Dnnyenngkuft, Efhhlürplasp, Fhtrabhberg, Fpvertwerv, Gvhagwurs, Klannfwark, Lhordvunnb, Öfksollclap, Snurgorh, Twomfhasg, Ufhtwamfherg, Zvhelldürjl

Female: Bmmumpemb, Bvirbenjl, Bvliking, Bwerh, Ebworhbamb, Fhtmabhdplib, Fhürfnyuf, Glollbdloz, Ibhblulhbofh, Jlirpvhor, Llvllangk, Rirhlunn, Svhünglhüfh, Swarhclerh

Surname: Bhdvhunp, Bmmumpemb, Fhürfnyuf, Jlirpvhor, Khuvgart, Kwebhdwezd, Mirdvwill, Ovürvwan, Özbhinngllag, Vpvislhab, Vvümzobhg, Ukummforhl, Zdmmefhk

Unarma Traits[edit]

Humanoid armadillos defined by superstition and stigma.
Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1.
Age. Unarma can live up to 150 years, but they don't reach maturity until 75 years.
Alignment. Unarmas are generally lawful, willing to stay within a sub-par lifestyle or setting for fear of change. They are rarely evil, but tend towards neutral.
Size. Unarmas are significantly shorter than humans, ranging from 4 foot 6 to 5 feet. Your size is medium.
Speed. Your base walking speed is 30 feet.
Shell Armor. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Curl Up. You can instinctively curl up into a defensive ball when threatened. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your ball, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your ball.
Thermoregulation. You have resistance to fire and cold damage.
Starseer. Accustomed to divining the wisdom of the stars, you have gained a deep intonation with their lore. Once you reach 3rd level, you can cast Augury once with this trait, and when you reach 5th level, you can cast Divination once with this trait. Once you cast each of these spells, you can't cast them again until you finish a long rest.
Tunneler. You have a burrowing speed of 10 feet, and you have a tremorsense of 5 feet.
Languages. You can speak, read, and write Common and Cercvian.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 6'' +2d4 115 lb. × (2d6) lb.

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

The Cercvian Zodiac[edit]

The Cercvian Zodiac has been adopted by many other nations all across Terra Koruk, but it emerged as a divination tool for the Unarmas. The Zodiac divides the year into 18 segments depending on what constellation or heavenly body is overhead at the time of birth, similar to the Western zodiac.

Name Meaning Traits
Ablaukha The Eagle Strength. Power. Charisma. But ultimately, loneliness.
Lherispsö The Cactus A lifetime of hardships, but through it all, perserverance.
Spfhilüsk The Flying Dog Having a fun life, loved by all, but ultimately forgotten, even by their friends.
Ssolüka The Weeping Mother A great blessing followed by a great tragedy.
Tmensar The Mountain of Insanity Obsession with a goal, sometimes within reach, sometimes far away.
Stllikapf The Unarma A normal life. So stuck within a rut of normal life, they will never know if it was better or worse than others.
Kmimpsifh The Path A very set in stone path in life, not by situation, but by choice.
Avvoratip The Shark A figure destined for infamy, no matter how hard they rail against it.
Nngeroto The Dancing Fish Leaving no mark on the land, but irrevocably touching everyone they meet.
Glhimzvvar The Wishing Star Temporary success, but permanent unfulfillment.
Lhhökhpkhi The Sandstorm Ambition, a clear desire for power, and a ruthlessness driving them, but no conviction to guide them.
Tömbmerhi The Wicked Sorcerer Power in magic. Born with a curse, hunted by something, a destiny they can never shake.
Ksisrop The Goatherd Convinced that they are destined for greatness, and unwilling to face the truth that their life is meaningless.
Llörimamp The Ice Pirates Fame and tragedy, a tale of the highs and lows of power and success.
Bvezztimh The Priest Devotion to a cause, forsaking all else, even when hope seems lost for everything.
Sksimhpfo The Shell In this world, but not of it, bouncing from experience to experience, seemingly unchanged.
Mmhelllop The Bright Star At surface level, seeming to be like all else, but full of brightness that could change the world if they had ambition to.
Tinnyirhol The Lunar Alignment Reshaping of the cosmos. Only a fool would bear a child beneath the Lunar Alignment.


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