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Adopo | 31

Spawning in the deepest depths of the hellish oceans, Adopo broke free from their oppressors and settled in the coastlines of the newly formed material plane. Their creation came from a few demon lords wishing to have guards against growing undead threats of their territory. These demon lords at first augmented crustaceans that eventually took on greater sapience from the hellish influences of the lands. Taking these ancient enforced talents, Adopo have gained independence, focusing their inherited talents on defeating undead and ghouls for their own communities and those with coin.


Physical Description: Adopo are strange creatures dwelling among coastal caves. They are large, long creatures varying between 7 and 8 feet, weighing over 350 lb. Their colors vary greatly, but most tribes tend to share a similar color scheme based on local vegetation. Heads are adorned with a pair of horn-like additions, but these act similar to ears for them. Four antenna protrude off the top of their head, with two long ones and two short ones. Having eyes akin to the properties of compound eyes, they only see in black and white. They have two main eyes surrounded by four smaller dots that help light penetrate. Their eyes are stationary, and cannot move. Thus, having multiple little sensors surrounding the main eye give them a nearly full range of vision, save from seeing behind them. Their mouths are like slits, opening like a four pointed star to reveal a mush of teeth and gum that follows down into their throat. Though, these teeth are simply to help chunks of food travel to their stomach where they're actual teeth will grind the food up into smaller pieces. Their torsos have four pectoral muscles, each pair having their own set of arms, having four arms in total. Their bottom half is similar centipede's body with the end of their body having a tail of a tadpole's aquatic, webbed tail. The end of their tail can have antenna similar to the top of their head, but this quality seems to come with age in adult or elder Adopo. Having an exoskeleton, their bodies are covered in hard, rigid chitin. However, some portions of their body can grow a squishy service that has no feeling. This skin-like layers usually cover their torso's, face and end of tail. This skin and their exoskeleton both shed as the Adopo grows and ages. They never stop molting, but this slows down once they're fully grown. When first born, it occurs monthly, to yearly as young adults, to decades as an elder. Adopo are gonochoric, having male and female members of their species; on a rare occasion, Adopo can be born intersex. Sexual dimorphism occurs as males have angular, sharp pointed horns whereas females have shorter, stockier and round ended horns. Females have more breast tissue than males. Females tend to be smaller, but stockier, when compared to males. Males are more brightly colored than females. Females have deeper voices (used to help scare predators).

Society: Living in coastal caves, Adopo form large tribal groups. These tribes can vary from 10 families up to 50 families, taking up multiple caves within one coast line. Living in this regions as they have natural swimming skills as well as climbing the interior walls of caves. Such locations make good, insulated homes where they can take refuge from harsher weather and keep warm. They can be found in tropical or cold climates. Easily able to adapt, their thick exoskeletons grant them great insulation, helping to regulate warm or cold temperatures. Though, the use of clothing and hides in colder climates is normal. Majority of Adopo stick to stone or soft metal tools and weapons. As they aren't hostile towards most humanoids, they tend to focus their resources against undead enemies.

Adopo rule by monarchy and shamans, having a single family carry out rule for generations in a single tribe. The eldest of the family typically rules until the next of heir has married or the elder is incapable of ruling. Marriage for monarchy is often planned and used as a way to bring tribes together, make military stronger and increase share of resources. Adopo are unlikely to fight their own kind, but they can get territorial. If such issues aren't saved by marriage, warriors between the tribes are selected to fight as representation for the army as a whole. The victors remain and the losing tribe must leave. Shamans take the role of advisors, helping to guide and inform their rulers on what decision is best. Ultimately, the ruler has the final say. The ruler of an Adopo tribe may also be the tribes ward. Typically, larger tribes divide up political and leadership roles within the family. Smaller tribes may have the family take multiple positions, or outsource the roles to entrusted in-laws or loyal subjects.

A very rare condition, bicephaly, can occur in Adopo. Though, this condition may only be seen once in a lifetime, such individuals are seen as divine scholars, omens or foreboding prophecies. Adopo with this condition are called Opa. Stripped from their parents, this individual is instead raised by the tribes shaman and monarchy. Taking on the oath of silence, Opa spend their days in study or training. Opa wear a veil to cover both faces and wear only jewelry to cover their torso. Their duties may vary between tribes, but they are essentially treated as the embodiment of a divine force. Their purpose is to serve the tribe in a greater purpose, often fulfilling a duty or great sacrifice that ends in their death. If an adventurer were to come across such an individual, immense caution is advised. Adopo, while relatively harmless, do not take well to outsiders seeing or speaking to Opa. No one of their own kind or in their own tribe is allowed to view the face of an unveiled Opa. This crime can be punishable by death, as gazing into an unveiled Opa's gaze can tarnish their powers.

In mating rituals, Adopo hold yearly festivals, called Neyar, where neighboring tribes meet for monarchies to discuss successes, problems, disputes, etc. Though, plenty of subjects are free to come. This celebration allows for royal individuals to make marriage arrangements while subjects may find someone from outside of their tribe. Not exclusive to this celebration but traditionally held here, males gather in a circle around aa fire. Using their arms, horns and tail, they shift in rhythmic, hypnotic dance moves. Such dance moves can be created by the individual or carried out by family tradition, often evolving and taking on the next generations flair. For those who feel they lack in color may paint their body, but this is seen as undesirable compared to natural colorful partners. If a female is interested, she will join in the dance and wrap her hand on the male's horns. If she accepts the male, she will pull his head down, pulling him from the circle to continue mingling. If she rejects the male, she twist his head, making his face the other direction to move away from her. Adopo commonly have polyamorous relationships since they have superfetation, different eggs being fertilized at different times with different parents. This is seen in both subjects and royalty.

Contray to what most think, Adopo lack labels for sexual orientation and sex based gender societal terms. If one had to place a label for simplicity, majority of Adopo would be considered bisexual. Though, Adopo base their attraction more on color rather than sex. To Adopo, the more an individual fits to their typical coloration, the more attractive they are seen. Some individuals who feel they aren't colorful enough, have splotchy patterns or feel their colors don't represent them use paints or clothing to combat. When it comes to gender, Adopo have adapted to address themselves as male or female due to other humanoid influences. Within their culture, you're viewed as a Bowo (bright and colorful), Dut (dull or single color palette) or Mushu (a mixture of contrasting colors or blotchy, mix-matched patterns). While certain sexes are found more frequently in one type of coloration, any sex can have any coloration.

In Oscine, it would be an exceptional sight to see Adopo underground. Sticking to the surface waters, Adopo are likely to be fishers, kelp farmers and seen in boat navigation and maintenance. Additionally, Adopo lived on the coast lines of Oscine well beyond the origins of the prison. While there was no discourse of territory during the royal rule, these days, Adopo instead have tension with the Directors due to their spread of farms and overfishing. In the past, the royal family sent rations and supplies, but now that Oscine is independent, it has sourced it's own food natively which takes away from Adopo resources. Such hunting and farming grounds have been tended to and lived off of for centuries by the Adopo. Disputes and fights occur on the daily between Oscine workers with officers against Adopo. Whether out of survival or necessity, there are rare circumstances where an Adopo may work for Oscine guilds but such individuals face heavy scrutiny from both societies. Adopo working in these guilds may earn Oscine citizenship through work contracts. If the work is finished or the Adopo is fired, their citizenship is revoked and can face legal repercussions. There is heavy propaganda that Adopo are uncultured, savage creatures that need to join society for peace and prosperity.

While they primarily use stone tools, the introduction of Oscine's industrial growth has given Adopo the advantage to learn new techniques. Adapting basic smithing for metals, Adopo use these skills to build swords, arrow heads and crude armor. Additionally, some tribes have acquired weapons and tools from Oscine guilds.

Relations: Adopo hate Oscians due to their territory disputes. Adopo hate undead. Lupin and Adopo have been seen to make alliances in the past, but this can struggle as Adopo confuse Rougarou for werewolves. Adopo generally are favorable within nations, and their skill may be hired for undead and ghouls. Though, nations and kingdoms that are not near the coast may confuse these creatures as monsters.

Alignment and Religion: Adopo lean towards Neutral and Good alignments. Evil alignments can be found in their society, but are rare. While they recognize and pray to other constellations, a tribe will base their civilization on one star. Neighboring tribes will take up other stars, believing the strength in specializing over variety.

Adventurers: Adopo are unlikely to leave their homes, but if they do, they are likely seeking out bounties, mysteries or learning about the state of the world for the tribe. If an Adopo does leave, they prefer to leave in at least pairs or trios. An Adopo by themself is either an outcast or very powerful.

Names: Adopo names have at least two vowels and at least one constant as well as end in a vowel. Two to three syllables are most common. Names are genderless. Utu, Dotta, Wanu, Tutuda, Wakuni

Racial Traits

Ability Score Modifier: Adopo gain a +2 bonus to Strength and a –2 penalty Dexterity. They also gain a +2 bonus Wisdom and a –4 penalty Intelligence.

Type: Aberration (Native)

Size: Medium

Speed: 30 ft. walk, 30 ft. swim, 20 ft. climb

Language: Adopo start with Common plus Ado. Adopo with high Intelligence scores can choose from any of these additional languages: Abyssal, Giant, Grippli, Infernal, Necril and Sylvan.

Random Starting Ages
AdulthoodIntuitiveSelf-TaughtTrained
80 years+4d6 years+6d6 years+10d6 years
Random Height and Weight
Base Height (Long)Height Modifier (Long)Base WeightWeight Modifier
7 ft.+2d10 in.350 lbs.+(2d10×5 lbs.)

Defense Racial Traits

Bond to the Land

  • Benefit: Adopo gain a +2 dodge bonus to AC when in a water, as selected from the ranger’s list of favored terrains.

Deathless Spirit

  • Benefit: Adopo gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Fearless

  • Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects.

Natural Armor

  • Benefit: Members of this race gain a +4 natural armor bonus to their Armor Class

Stability

  • Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Undead Resistance

  • Benefit: Members of this race gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Feat and Skill Racial Traits

Camouflage

  • Benefit: Adopo gain a +4 racial bonus on Stealth checks while within water, as selected from the ranger's list of favored terrains.

Greed

  • Benefit: Adopo gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.

Magical Racial Traits

Enclave Protector

  • Benefit: Members of this race add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user’s character level):
  • Constantnondetection;
  • 1/dayfaerie fire, obscure object, sanctuary

Movement Racial Traits

Climb

  • Benefit: Adopo have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Swim

  • Benefit: Adopo a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Offense Racial Traits

Bite (1 RP) Prerequisites: Small or larger size. Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Senses Racial Traits

Darkvision

  • Benefit: As an Aberration, Adopo can see in the dark up to 60 feet.

Other Racial Traits

Multi-Armed

  • Benefit: Adopo possess four arms. They can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.

Race Point Cost
  • Aberration (3 RP)
  • Normal Speed (0 RP)
  • Mixed Weakness (–2 RP)
  • Standard Language (0 RP)
  • Bond to the Land (2 RP)
  • Deathless Spirit (3 RP)
  • Fearless (1 RP)
  • Natural Armor (2 RP)
  • Improved Natural Armor (3 RP)
  • Stability (1 RP)
  • Undead Resistance (1 RP)
  • Camouflage (1 RP)
  • Greed (1 RP)
  • Enclave Protector (2 RP)
  • Climb (2 RP)
  • Swim (2 RP)
  • Bite (1 RP)
  • * Multi-Armed (4+4 RP)


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