Homebrew Atlantean Species Details
Race Details
Atlanteans are a people with mysterious origins. It is said that the Sylvan Watchers first witnessed their arrival on the Emerald Isle over two millennia ago, but if the Atlanteans really do hail from a star in the sky, they aren’t saying which one.
Utopian Society
Atlantean society is centered around the strict governance of law, higher education, loyalty to their emperor/ess and devotion to Pontus. Every Atlantean belongs to a formal House, big or small, that has a direct connection with the Imperial blood-line. Therefore, they form the affluent class in the social order of the empire served by other races, mostly human, filling the middle and lower classes.
An Atlantean will often own or operate a business concern, but never fill the service roles the trade requires to function except when they are learning how the business operates as an apprentice. The House an Atlantean belongs to is responsible for maintaining the household’s appropriate status in the empire even if that means supporting those members unable to contribute to their organized society. Atlanteans who have difficulty fitting into this mold most often find themselves within the ranks of the Imperial Marines or they turn to adventure, travel and exploration.
At the age of ten, all Atlantean children are placed as an apprentice within one of their Household’s trades. Each child is also tested to determine if they display any special or remarkable talent, in which case, they might find themselves in the temple or the Enclave of the Imperial Wizards. No matter where a child ends up, the apprenticeship lasts until the age of 20 when they are released from service to go out on their own.
Regardless of their chosen trade, gender, or the house they come from, all Atlanteans are considered equal under the law.
Tolerant
Most Atlanteans are reserved by nature. Still, they are generally friendly to other races, if not overtly approachable.
Humans, however, are considered a constant source of frustration due to their spontaneity, unstable emotions and constantly shifting motives. The Dvergr Dwarfs ribald nature often tests Atlanteans patience as well, but the dwarfs word is bond, and they are nearly as ancient a people as the Sylvan and carry a certain primeval knowledge within their thick skulls. Above all, Atlanteans respect Sylvan Elves for their ageless wisdom and consider the ‘Tree People’ their most valued allies.
Drawn to the Sea
If the Atlanteans did come from another world, it must have been a realm of water as they hold a close affinity for the oceans and seas. Their primary deity is Pontus, a half-man, half-fish god of the sea bearing a mighty trident that controls the weather and casts fearsome bolts of lightning. They are natural swimmers with the ability to hold their breath underwater for up to an hour. Most dwell in a fabulous city riddled with fountains and waterfalls with the land masses ringed by channels of water.
Life Span
On average, Atlanteans live one-hundred and fifty years, the oldest as much as two-hundred years, but rarely beyond. Atlanteans are considered mature when they reach the age of 20.
Lean and strong
Atlanteans have striking physical characteristics unlike any other race on Plethwih. They average around seven-feet tall with slender physics, broad shoulders and oddly narrow waists. Their skin has a mild blue coloration, and they display the odd characteristic of an elongated skull that accentuates their sharp features, slightly pointed ears and large almond-shaped eyes. Hair color ranges from blond to jet and almost never red. Females generally have a slightly smaller stature than the males and tend to wear their hair long.
Atlantean Names
Regardless of social status, every Atlantean belongs to a House. The name of their House is reflected in their identity in the same way a surname would be for a human. In fact, it is a common mistake for the name of a House to be confused as the last name of an Atlantean, since the only other name they possess is an often complicated first name that they shorten for other races to speak easily. Example of Atlantean name: Qellel of House Mekali, goes by Qel.
Male Names: Abiastuvil (Abias), Brenlarican (Bren), Daerkiasin (Daerk), Grethwinder (Greth), Praebian, Prosifarlin (Prosi), Saletiavinda (Saletia), Savintoric (Savin), Tuguetmortico (Tuguet), Vorciphagus (Vorci).
Female Names: Adelintrsillia (Adelin), Deslamenta (Desla), Estanciara (Estancia), Grenisthase (Grenis), Neftrialin (Neftria), Phwesincia (Phwe), Rasawiefra (Rasa), Tolemniun (Tolem), Wintiaposgios (Wintia), Zintumarika (Zintu).
House Names: Berinac, Draethertic, Ebril, Gwithre, Horick, Jalcot, Krecti, Orion, Rebrikthal, Thraxor, Toraci, Xafin.
Atlantean Traits
As an Atlantean, you have the following racial traits.Creature Type
You are a Humanoid.
Ability Score Increases
A Background grants a +2 bonus to one ability score and a +1 bonus to a different one.
Age
Mature at 20, Atlanteans live an average of 150 years.
Size
You are Medium.
Speed
Base walking speed of 30 ft and a swimming speed equal to walking speed.
Skill Proficiencies - Insightful
Atlanteans have strong intuition when it comes to judging the character of others they meet. Thus, they have proficiency with the Insight skill.
Choose this uniquely Atlantean Skill Proficiency or one from your Background instead.
Skill Proficiencies - Enigmatic Beauty
Over-sized almond-shaped eyes, sharp features, and smooth, blue-tinted skin combine to form a visually striking beautiful people. The distraction of their physical appeal reinforces their natural persuasive skills when it comes to convincing others to take their side of an argument, agree with their opinions, and follow their suggestions. Atlanteans have proficiency in the Persuasion skill.
Choose this uniquely Atlantean Skill Proficiency or one form your backgrouing.
Intellectual Giants
Atlanteans see life from a philosophical perspective that precludes irrational behavior and wild flights of fantasy. This intellectual approach to ‘higher order thinking’ gives you advantage against Charm or charm-like effects.
Hold Breath
An Atlantean can hold their breath for up to 1 hour.
Aquatic Vision
Can see up to 90 ft underwater with bright light, 60 ft in dim light and 30 ft in murky water or darkness.
Tool Proficiency
Each Background gives Tool Proficiency with one tool.
Feat
Each Background provides a 1st-level Feat—a special ability acquired in the character’s past.
Equipment
A Background provides a portion of a character’s starting equipment, with the rest coming from Class.
Religion
Pontus, the Sea God, is the primary Atlantean deity. A primordial God, Pontus is not of the sea, but is the sea itself. His temples are always in or near the sea with tall white columns that rise heavenward alongside symbols in statue, frieze and fresco depicting coral, shells, and sea life from the smallest crab to the great Kraken.
Pontus appears as a blue-skinned muscular Atlantean above the waist with a short-cut watery-gray beard and long silvery hair. Below the waist he has a long nearly serpentine tail of a fish with bluish green scales. In his hand, he holds aloft a great golden triton with which he controls the weather and casts bolts of lightning on command.
Pontus’s Holy Symbol: Golden Trident.
Languages
Atlanteans speak, read, and write Atlantean, Common Tongue and two additional languages that the player and DM agree is appropriate for the character.
If using One D&D: A character learns one language from a Background.
Vernacular
Should the player or DM choose to add flavor to the Atlantean experience, the suggested cultural accent is Cut-Glass (American English Style).
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