Skoros (5e Race)

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As expected, the stars in Karasuthra proved impossible to navigate by. My hired protection long since drug into the shadows and my brightest Light nearly useless in the perpetual night, all that remained was an end to my curiosity. Whether in the jaws of any of the realms' innumerable beasts, or in the sanctuary of the very society I'd sought to discover, remained to be seen.

I startled when the trees jostled with loud wing beats, sure my time had come. The figure before me in the dim light seemed altogether alien: a giant man-sized moth, that walked on its hind legs. Yet after a pause, the figure spoke! "You...seek?"

I wasn't sure how to properly answer, but felt that statement so simply captured the spirit of my quest. Thus, I replied, "Yes, I seek."

Without ceremony, the moth replied, "Follow." Thus was the true beginning of my pilgrimage for the Skoroi.
-- Liadon Aerister, first Chosen insect shaman

An esoteric and enigmatic people, the Skoroi inhabit the most dense, uninviting jungles of Karasuthra, the bottommost layer of the Beastlands. They appear at once polarized and united: holding the natural world in veneration through tradition while simultaneously striving for progress and ingenuity in their endeavors. A largely vegetarian race, they sustain themselves with personalized gardens and sacred hunting and foraging rites. Their unique language allows them to commune and bond directly with the insects that surround in the jungles they call home, driving some to become insect shamans.

Downy Moth Folk[edit]

Mothkin by Si F. Sweetman.jpg
A typical skoros citizen, Si F. Sweetman

Skoroi resemble moths near-identically, save for a lack of secondary wings and their bipedal gait. As such, a skoros has six limbs; two legs and four arms. The secondary pair of arms are slimmer and less robust, often dedicated to simple, undemanding tasks, or as additional conductors in spellwork. The average skoros sits at around 6'7", but a few among them have reached as high as 7'4". Disproportionately, skoroi rarely hit 156 pounds, often sitting as low as 76, sometimes lower. Most of their bodies are covered in a fine, downy fur in taiga tones of white to gray and brown, or some combination thereof. Their wings tend toward the same, and often feature sparse black dots on the back while lacking such a pattern on the underside. The males will often present with more brown or gray than white, but this isn't a guarantee; the only apparent differences to outsiders are in their antennae: short and feathery in males, long and wiry in females. Skoroi sport large, round eyes that are predominantly black, but which occasionally slide into shades as light as hazel. Skoroi have short proboscises hidden in their face fur that extend when they drink the slurries and fermented beverages they're known for. Despite little need for modesty or temperature control, a skoros will often wear fabrics ornamentally for simple enjoyment. They're typically drawn to bright and earthy colors, favoring patterns and intricate designs.

A People Dispossessed[edit]

Skoroi evolved from an advanced species of moth-like creatures who inhabited what scholars believe was an artificial demiplane, the name of which is lost to them. The skoroi theorize that a caster or entity of no small power created this plane to study and experiment with magical insects, but the realm eventually declined with the entity's death. As such, their ancestors had to adapt as the plane morphed to overlap others in its dissolution, eventually gravitating to its nearest thematic neighbor, the Beastlands. It's hotly debated among scholars as to whether the decline spanned enough time for the diaspora of their ancestors into other far-flung planes, and whether their ancestors might continue to exist in some form to this day.

In the event you aren't playing in a setting with 5e's Great Wheel cosmology but still have planes, any demi-to-natural plane will suffice provided it's largely uncharted. In a setting with no planes at all, a highly remote (ideally magical) forest can also be used as their homeland. Perhaps a caster, spirit, or minor deity claimed the woods as their home, virtually bathing it in their magic, and the ensuing Skoros were left to develop in isolation upon the caster's death.

Reverence Evolved[edit]

A present-day skoros owes their devotion to nature and the insect world to their ancestors. As the demiplane was almost exclusively populated with insects, the early moth-like creatures worshiped monstrous bugs stronger than they, such as the great drakefly—a creature some skoroi scholars argue might, in fact, be a lesser dragon.

As the early skoroi transitioned to Karasuthra as their new home, they found the insects of the Beastlands at once foreign and familiar. Their habitual reverence to the insects around them was reciprocated, either in respect, curiosity, or prideful acceptance. It was through this mutual interest the first insect shamans were born. Certain queens, who might otherwise have had to fight for resources or territory, instead chose to bond with a skoros, ensuring comfort in exchange for the use of their power. To better facilitate these bonds, the skoros developed a way to communicate in the insects' language, ultimately leading to the eponymous language almost all skoroi know.

As shamanism grew, an exceptional few accomplished what their peers dared not try: they tamed a great drakefly. While the skoroi no longer worshiped the drakeflies as their ancestors had, they still respected and revered their power, cunning, and lethal grace. These exalted shamans, later deemed "grand shamans," quickly rose to prominence among their people, becoming the leaders and founders of the first organized skoroi societies. Who better to lead, they reasoned, than those the great drakeflies themselves had chosen? In return, the grand shamans pushed tirelessly to better themselves and their villages to prove the drakeflies' wisdom was absolute. This drive for excellence would become a cultural staple for the skoroi, who value progress through knowledge as a way to elevate those insects who choose them.

Ideals in Equilibrium[edit]

As grand shamans lead their clan, they also train other skoroi to be shamans themselves. Typically, these shaman are the defenders and spiritual counselors. Theirs isn't the only important role in Skoroi life, however.

Knowledge, especially that which improves the condition of the clan and race as a whole, is highly valued. Thus, scholars and inventors are incredibly important to the skoroi way of life. They tirelessly pursue advancements, especially those that benefit and preserve the natural world. A clan may have one or several "Prime Movers," members whose lives are dedicated to leading the collection, expansion, and development of knowledge. They function somewhere between an elder and a dean, with the esteem such a role would entail.

Traditionally, the males of the race are favored for shamanism, though not through perceived weakness or incapability of their female counterparts. Rather, females are seen as naturally knowledgeable and perceptive, thus granting them an affinity to lead academics, and ultimately, the society's progress as a whole. In this dichotomy, neither is seen as superior or inferior, each an integral and crucial part of a skoros's worldview.

Vocation Beyond Boundaries[edit]

Members who don't fully conform with the traditional split, whether they don't identify strongly with either gender or aspire toward their "opposite," may struggle to find their place in the clan. This depends on the views of their clan's grand shaman, however. Said leader may be willing to break with tradition to train a non-male who shows great promise in the craft, for example.

Of course, such isn't guaranteed. A skoros left wanting in their ambitions may appeal to another clan to meet their needs, and many find fulfillment that way. Some, however, choose to embark on their own journey, their drive for excellence demanding they fulfill their calling.

The realms beyond are unknown to the Skoroi, and vice versa, but a bold few may venture beyond even their home plane, whether searching for belonging or heretofore unseen wisdom. A party unafraid to take on an alien stranger will find a curious, wide-eyed travel companion and uniquely powerful ally.

Skoros Names[edit]

Children of the skoroi must go through a proving at the end of their larval stages. Not all will return, as is the way of nature. As a child, adults communicate to them largely through scents, as the children don't yet have the downy hairs that alter sounds to speak in kind. A child's name is usually written only twice in their life: upon their birth, and upon the start of their proving. One to mark their entrance into the world, and another to mark their passing...either into adulthood, or back into nature. The skoros in question may not even have the occasion to know it.

A skoros who returns may choose their given name, often asking the clan for suggestions and insight. In this way, a skoros also begins participating in the communal nature of the clan.

Often, masculine names end in vowels, most often in “-o,” as the letter 'O' is found in divine words. Feminine names typically end in “-in.” “-in” is found in Skoron words for ideals, most notably "know, perceive, comprehend;" "will, purpose, ambition;" and "beautiful." The skoroi have no surnames; if required to use one, they would likely use their clan's name (or, perhaps, something silly if they're feeling cheeky).

Child Names: Atk, Ast, Bom, Jüt, Kets, Nit, Rrït, Ssöt, Vö

Male Adult Names: Aare, Abëö, Berhän, Bötümelö, Chaantaanaa, Korö, Lëlö, Skaalaa

Female: Korin, Lilin, Skaalin

Skoros Traits[edit]

Yuan-ti purebloods but with insects and actually balanced.
Ability Score Increase. Your Wisdom score increases by 2, and one ability score of your choice increases by 1.
Age. Coming from another plane, skoroi experience time differently. They emerge as adults around 25. They live up to 300 years.
Alignment. As people who live in tune with nature, skoroi are typically neutral good.
Size. Skoroi are similar in size to humans but tend to be slightly smaller. 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.
Extra Arms. Skoroi have an extra pair of small arms. They cannot be used to carry weapons or heavy objects but they can be used to cast spells or carry light objects.
Insect Influence. You can cast animal friendship an unlimited number of times with this trait, but you can target only insects with it.
Natural Talent. You are proficient in the Nature skill.
Languages. You can speak, read, and write Common and one other language of your choice.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 8'' +2d6 100 lb. × (1d4) lb.

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

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