Sasori (5e Race)
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|“||For those who wish to learn, taketh from Odin's example. An eye for an eye.||”|
The sasori are an insect-like humanoid race that lives within the shadows of the world for the most part. Their bodies are armored with plates of a carapace. The head of sasori resembles an insect or arachnid's, notably a scorpions. The plates flex along multiple ridges around their body, and cover their arthropod-like limbs and joints, as well as their clawed hands and feet. Along the perceived spine of their back is a raised series of spines made of this carapace. Sasori typically have red, jewel-like eyes. They appear to only have two eyes usually, but they are actually compounds. Sasori also have a row of upper fangs that resemble mandibles a little.
Instead of clothes, sasori usually have tattoos on their plated bodies. These tattoos supposedly are composed of edicts passed down in their clans. The symbols are logographic runes believed to impart power onto the sasori. The most common article of clothing is loincloth and a belt maybe, but more for holding tools and bags rather than actual clothing.
Sasori are believed to be an ancient race from the Days of Thunder. They have records in their secretive archives of history that long predates that of many other races. For the longest time, they are lore-keepers. As the world changed into one of political powers, with war and magic, and disarray, they have adapted, but remained all the more devoted to their search. Using their incredible vaults of information, they have insinuated their influence as spies and assassins into many kingdoms, forming an insanely large net of communications. The sasori are believed to have influence in most places with civilization, and their network only continues to grow.
Clan Of Spies
The clans of sasori are the centers of their lives, and can be found all over the world. Sasori are fiercely loyal to their clans and their laws, but behave relatively lawlessly with external entities. These clans are organized in a hierarchical structure, but have little internal order. Clans have two groups usually: spies and nots. Spies are the pride of the clan, being sent on various assignments to collect information and deal with various affairs from espionage to mercenary work. Nots are usually sasori who take care of the larvae and raise the young. They are actually as skilled as spies themselves, but have been allocated to another necessary task.
Outside their clans, sasori are commonly viewed as all spies would be: vermin. They are seen as gutless cowards by most, and just outright evil for their lack of conventional morals. Upper class and nobles who utilize their services view them as necessary evils, but would scapegoat them at the earliest chance they got. Sasori, of course, do not really care what others think, only looking for their next bit of information.
One of the things that outsiders rely on sasori for is their information trade. As a tradition, from ancient times, the sasori have kept a number of hidden vaults throughout the world with information. These vaults contain runic slabs, pages, scrolls, and a vast number of other mediums with valuable tidbits. Sensitive information is kept here as well, and there are many who would pay to either secure or destroy it. Sasori spies often ferret all their gains into these vaults, growing their potency.
Religion is a very private thing about the sasori. They only ever discuss their true beliefs among their own. Outsiders are forbidden from attending or witnessing their rituals, and even the names of their gods are closely guarded. It is said the sasori are deeply religious and worship a vast pantheon of strange gods. These deities preside over all aspects of "The Everlasting Night." This is apparently the sasorian term for life. The rituals and customs dedicated to this pantheon establish the rhythm of sasori lifestyle. Names are an important part of their religion, which reveals their belief in the idea of the truename. It also explains why they want to know everything, as this information essentially reveals the "true nature" and essence that is truename.
Mercenaries For Information
Sasori are characterized as excellent listeners, which sometimes makes them the best conversationalists. They prefer to hear than to be heard, and what they hear, they never forget. Sasori spies can be surprisingly engaging in interaction, easily wheedling information from an unsuspecting informant with some sweet words and gestures. Despite this professional modus operandi, sasori show extreme fidelity for their own. Most are extremely honorable, never breaking a promise or betraying a secret. They are more than willing to risk their lives for a few words on a contract. That being said, they are also extremely willing to kill to get what they want to know. Their honor also does not prevent them from turning on a long-time associate if someone else contracts their services, making them great mercenaries but terrible friends. Sasori do not understand concepts like fidelity or friendship outside the bonds of the collective clan. They are loyal to their kin and the agreements they bind themselves to death, but any and all outsiders are fair game for betrayal. Sasori value information above all else as individuals and a society. To learn something from a sasori, one must tell him something he does not know. And to trust a sasori blindly is the feat of a fool.
Sasori names have a clan and given name, with the latter being gender based. These names are closely guarded secrets, as they believe one's "true name" grants another great power over them. Since they also are usually spies and information brokers, identity is also a very hush-hush affair. Sasori use nicknames and false aliases outside their clans, favoring those that reflect shadows, knowledge and the desert. Others take more innocuous titles.
Clan Names: C’kat, Dar’rat, Kr’rt, T’kart, Za’tar
Male Names: Hd’bol, Kn’lod, Tak’fc, Ws’dm, Dm'kat
Female Names: Ch’ot, Mek’tal, Nki’ol, S’stal, Ut’al
Scorpion peoples who have existed a long time as spies
Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity increases by 1.
Age. Sasori live for about 50 years on average, and their dangerous dealings often drag this number down.
Alignment. Most sasori cleave strongly to tradition and contract of their clans. But their morals end there. The typical sasori is lawful evil, lawful neutral, neutral evil. Chaotic Sasori are generally considered mad by their fellows, and are usually exiled.
Size. Zerlaen stand between 5 and 6 feet tall and are rather light and limber. 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.
Poison Resistance. You are resistant to poison damage, and you have advantage in saving throws against being poisoned.
Skulker. You are proficient in the Stealth skill.
Carapace. While unarmored, your Armor Class is equal to 12 + your Dexterity modifier. You can use a shield and still gain this benefit.
Excellent Listener. You can accurately recall anything you have heard.
Languages. You can speak, read and write Common and Sasori. This language is composed of a complex series of sounds, gestures and pheromones. Other humanoids have difficulty deciphering this language, much less reproducing it.
Random Height and Weight
|5′ 0″||+1d12||95 lb.||× (1d6) lb.|
*Height = base height + height modifier