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Ralume | 20 RP

Originating from ancient history of hell origins, Ralume these days are far separated from their hellish beast ancestors. Originally being hellish miners of the most deepest depths of the hells, Ralume found themselves being scattered on what remained of the newly created material plane-- finding refuge from their now passed Demon Lords. Creating intricate woven nests in deep caves, Ralume flourished on their new planar home.


Physical Description: Long, stocky tube-like bodies with dense musculature which is hidden by fuzzy fur, Ralume look like a strange cross of a caterpillar, lemur, rat and mole. Varying in coats and colors, many tend to have black, copper, peach, brown or grey coats that can be spotted or speckled with sometimes jaguar markings as well as lighter toned under bellies. Their faces are long with a mane of thin whiskers, round forward facing eyes and a star shaped nose. Their ears are long and curved, capable of completely tucking against their heads or sticking straight up like radars having near-complete 360 control. They have 6 legs with a pair of stocky humanoid arms protruding off the base of their thick neck. Their arms are equipped to carry and use tools while their wide, clawed feet help them climb cavernous walls. Their necks can extend out and tuck in like a birds. A long, prehensile tail sticks off their end, often used to carry buckets or smaller tools for easy swap outs. Ralume are simultaneous hermaphrodites and lack sexual dimorphism.

Society: Ralume are highly social omnivores. They tightly weave their communities within cave structures, creating nest-like structures or rope landings to navigate, rest or seek safety. Communities are either called Shouts or Whispers, with Shouts being larger communities usually comprised of 5 or more families and Whispers smaller with 5 or less families. Typically, an elder or highly skilled/respected individual is seen as the leader, called a Sibyl; there are counts there being multiple Sibyls. With loose democratic structure, a Sibyl typically rules as genuine caring leader that takes into account of their group's needs. Ralume value family, honesty and hard-work. They are very kind to those who are lost in the caves, often guiding a way out or may even offer a meal to injured adventurers. While it's rare, Ralume societies can be very dangerous if you are to get off on the wrong foot. Having a knack for navigation underground as well as many being crafty, you are bound to get stuck in traps or pits or even more lost.

Ralume are egg layers, carrying the eggs in a (marsupial-like) pouch for 3 months until they hatch then spend another month in their egg-carrying parent, drinking milk in the pouch. Then, Ralume at 5 months old are able to walk and see, rapidly developing physically until half the size of an adult at 1 year old, able to form sounds or basic words. At this age, they have fully weened off their egg-carrying parent. For the next few years, they will gradually learn to speak more, fine tune fine motor skills (learning to climb) until being a fully grown and developed adult at 15.

In Oscine, Ralume typically have their own district within a city that is underground. These districts have plenty of interweaving rope bridges, multi-story buildings or cave home structures. Ralume often accept other species into their district, especially if they bring their own food. They still have their social structure as their non-Oscine relatives, with their Oscine districts typically found deeper in the caves. Often, Ralume are seen in workforces of mining or artisans for basket weaving.

Relations: With most Ralume being rarer or so far underground, it's rare for them to meet anyone else besides fellow under dwellers, miners or adventurers. Though, in cases where they breech the surface or work out deals with local miners, they are peaceful and strive for harmonious co-existing. Many may mistake these species as a monster or freak of nature until they get a chance to know them. There have been cases of some Ralume mistakenly being taken as pets or mounts until the misunderstanding was cleared up.

Alignment and Religion: Most Ralume are good, contrary to what many assume upon first look at this species. While they may look strange and have a culture not typical of others, they are kind, hopeful and seek to make life better. With the constellations, there are designated Ralume, called Gazers, that take annual trips to the surface to take charts of the stars. Returning with these charts, the Sibyls of their communities read over them to determine how the following year will perform.

Adventurers: Many Ralume fear adventuring, but some may find a calling to it through the mindset of exploring, making the world a better place or learning new skills.

Names: Cot, Tok, Mok, Wut, Kac, Pek

Ralume names to others may come across as short, harsh sounds. Name originate from the sound of when a Ralume hatches from their egg. When written or spelled, majority of names are three letters, always have a vowel in the center and end with either T, K, or C. There are very few rare instances where this does not apply: non-traditional name, other specie influence, chosen names.

Racial Traits

Ability Score Modifier: Members of this race gain a +2 bonus to any two ability scores.

Type: Aberration. Aberrations have the darkvision 60 feet racial trait. Aberrations breathe, eat, and sleep.

Size: medium

Speed: 20 ft., 20 ft climb

Language: Ralume start with Tappa plus Abyssal. Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). Tappa is the language of Ralume and is a series of taps created with their feet, tail and sometimes clicks or whistles.

Random Ralume Starting Ages
AdulthoodIntuitiveSelf-TaughtTrained
15 years+4d6 years
(19 – 39 years)
+6d6 years
(21 – 51 years)
+10d6 years
(25 – 75 years)
Random Ralume Height and Weight
Base Height (Long)Height Modifier (Long)Base WeightWeight Modifier
4 ft. 10 in.+2d10 in.
(5 ft. – 6 ft. 6 in.)
120 lbs.+(2d10×5 lbs.)
(130 – 220 lbs.)

Feat and Skill Racial Traits

Cave Dweller

  • Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Defense Racial Traits

Poison Resistance

  • Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

Movement Racial Traits

Climb

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

Offense Racial Traits

Sticky Tongue

  • Benefit: Members of this race can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature’s hit points). A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this race can only have one creature attached to its tongue at a time.
  • Special: This trait can be taken up to two times. The second time it is taken, members of this race gain the ability to pull a creature attached to their tongue 5 feet toward them as a swift action.

Toxic

  • Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.
  • Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
  • Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
  • Weakening Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Senses Racial Traits

Darkvision

  • Due to being Aberrations, Ralume have 60 ft. darkvision.

Other Racial Traits

All Ralume come with Prehensile Tail. For the remaining racial traits, choose one: Hold Breath or Light and Dark:

Prehensile Tail

  • Benefit: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Hold Breath

  • Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Light and Dark

  • Benefit: Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Monstrous Traits

Hexapod, Medium

  • Benefit: Members of this race possess six legs and two arms, granting them a +2 racial bonus to CMD against trip attempts.

Race Point Cost
  • Aberration (3 RP)
  • Hexapod (Quadrupedal) Creature, 6 legs (2+1 RP)
  • Medium (0 RP)
  • Slow Speed (–1 RP)
  • Flexible (2 RP)
  • Linguist (1 RP)
  • Prehensile Tail (2 RP)
  • Light and Dark/Hold Breath (1 RP)
  • Toxic (1 RP)
  • Climb (2 RP)
  • Cave Dweller (1 RP)
  • Poison Resistance (3 RP)
  • Sticky Tongue (2 RP)

Sketch done by an Oscine, underground district, human artist named Cara King.


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