Gren'wir (5e Race)
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|“||Do not mistake our kindness for weakness...||”|
Gren'wir are relatively tall people compared to humans. They are best described as delphine humanoids, with smooth, waterproof skin, and a streamlined appearance fit for swimming. Gren'wir are amphibious and closely resemble cetaceans in many parts of their anatomy, such as having "v" shaped blowholes and large flat heads, along with lungs for breathing air, and organs for echolocation. Their eyes are small and black, set on the sides of their heads. They have webbed fingers and toes, giving their hands and feet a frog-like appearance. Their skin colors vary from light grey to some darker grays.
The gren'wir have been lurking in the swamps for thousands of years. They are believed to have been conceived from freshwater creatures that got washed inland and evolved to adapt to the inner bodies of stagnant water. Since their conception, they have been locked in war with the bullywugs who share their home in the neighboring marshes. The two vied for supremacy as swamp beings who boasted high intelligence. However, the bullywugs were far more aggressive and overpowered the gren'wir easily often. This has caused many gren'wir to leave the swamps of their homeland in search of brighter pastures. To this day, they abhor bullywugs, and any other kind of frog creature, really.
Living in an almost tribal society, gren'wir very rarely use any tool more advanced than a bow and arrow. Although they live in a primitive civilization, the gren'wir usually attempt to avoid conflict and will often go to great lengths to keep the peace. When conflict does arise, they prefer to handle the situation with diplomacy, rather than with violence or even arguing. This way of living has shaped the gren'wir into an incredibly polite race to the point of ridiculousness at times.
Despite their best efforts to avoid conflict, however, living in the bogs and swamps means frequent interaction with bullywugs. The creatures will often attack gren'wirian camps and settlement. When angered, gren'wir will fight to the death to defend themselves and their family. Some say this is an almost absurd moment because of how polite they usually are. Some gren'wir resent this need of build up and advocate for more gren'wir to behave more aggressively. That this is a big issue in their race shows just how averse they are to violence and confrontation.
Although gren'wir are usually kind, they have a mistrust of outsiders, due to the fact that many of those who travel into the swamps are criminals on the lam. They are very aware that many will try to take advantage of their kindness and so believe in many resentful thoughts of the worlds beyond their own. Humans, for example, are voracious, conniving creatures who will skin their neighbors for coin. Elves are haughty know-it-alls who just enjoy seeing others as beneath them.
Gren'wir society has no true leaders, but they usually make decisions based on popular vote. Their society promotes behaviors to release stress rather than have a confrontation. One such practice, which is a notorious example, is their promiscuous nature. When they are confronted with tough decisions, their drive for violent thoughts channels into something more sexual.
Gren'wir first names are usually unisex. The name of the gren'wir's clan is used as a last name.
Names: Ognar, Imorgen, Simikan, Ranwir, Binwart, Ennath, Treemkar
Clan Names: Negathath, Akbir, Zinkish, Morhoven. Krinbir, Vontoo, Fillik.
Dolphin-like humanoids who have largely avoided contact with other peoples beside their own.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Gren'wir have very long lifespans that can go up to 200 in healthy individuals.
Alignment. Gren'wir are usually have kind hearts behind their stoic exterior and will often times lean towards either a neutral good or lawful good alignment.
Size. Gren'wir can be up to nearly seven feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. You have a swim speed of 30 feet.
Echolocator. You can emit sounds to bounce off things and detect them this way, eliminating your need for sight all the time. As an action, you gain blindsight range of 60 feet until the end of your next turn.
Hold Breath. Gren'wir are aquatic creatures with great lung span. You can hold your breath for up to an hour.
Courteous. Gren'wir are known for their politeness. You are proficient in the Persuasion skill.
Slippery. Gren'wir have very smooth skin that makes it hard to grasp sometimes. Checks to grapple you roll with disadvantage.
Languages. You can speak, read and write in Common.
Random Height and Weight
|6′ 0″||+2d6||180 lb.||× (2) lb.|
*Height = base height + height modifier
Gren'wir are generally peaceful and kind, but often stoic and stubborn. Here are some things to consider when making a Gren'wir character.
|1||Usually patient and calm, regardless of circumstance.|
|2||Protective of loved ones.|
|3||Free natured and often resentful towards authority.|
|4||Slow to trust outsiders.|
|6||Extremely loyal to those who are trusted.|
|8||Strongly dislikes conflict.|
|1||Freedom to do as I please.|
|2||Hateful towards slavery and all other forms of bondage.|
|3||What is best for nature is best for me.|
|4||A life without joy is a life not worth living.|
|5||To be disconnected from nature is to be disconnected to oneself.|
|6||Keeping the peace is my responsibility.|
|1||My clan is what I live for.|
|2||The swamps will always be my home.|
|3||Peace and quiet is all I truly care about.|
|4||Protect the weak.|
|5||Maintain the balance of nature.|
|6||Freedom is my Quest.|
|1||Can be stubborn.|
|2||Unwilling to show emotions.|
|3||Unwilling to take orders.|
|5||Suspicious of others.|