Homebrew Brackern Species Details

"Awe inspiring, aren't they?" Replied a figure clad in ivory cloth, goggles with a sapphire sheen to them and a book in hand that depicted a large arachnid reshaping a mountain with sturdy motions of it's pincers, multiple legs and speared tail. Surrounded by juvenile acolytes, eagerly and patiently listening to their elder's tales. "They tunnel through the desert's dunes as if they were swimming through a sea of sand, level mountains with a swift slide of their pincers and reshape the very landscape and everything beneath the surface to their liking! Yet, they are wise, intelligent, reclusive and demanding of the respect they rightfully deserve. The Gods of the Land: The Brackern."

                                                                                                                                                                                                                                    -Saiden, the Ghost of the Dunes

   

Sturdy Claws and Stinging Tails


The Brackern are enormous scorpions that boast a robust, yet surprisingly dexterous exoskeleton that is akin to hard pact stone, with a variety of colorations and patterns that can differ from individual to individual. A head protrudes from the front of their carapace, small for the rest of it's body, with a twin set of mandibles starting from the top of their head and down to their chin. Acting as a helmet of sorts, with a smaller set of mandibles covering their mouths. Despite being arachnid-like, they are adorned with only six, sturdy legs across it's flat, chitin covered body: two larger pairs as rear legs and one pair that are positioned directly underneath it's front that extend outwards slightly, as to help balanced itself. Along with it are two immensely long and powerful arms and pincers, known as pedipalps. The pincers themselves can also differ in size between individuals and specific groupings of these earthly creatures, some having thinner and longer pincers, while others have shorter, broader ones. And of course, every Brackern possesses a highly flexible, jointed tail that is adorned with a revered weapon, with a venomous secret: The stinger. An essential defensive and offensive weapon for these arachnids, as the malevolent toxin that drips from their speared tails burns into the sand of the harsh deserts they call home.

 

Empires beneath Forgotten Footsteps


Despite their isolationist and seemingly aloof personalities, Brackern are a highly social and community focused race, with varied intraspecific cultures and traditions. Within entire countries/continents/secluded biomes, every individual belongs to a singular collective known as a "Colony", "Quake" or "Empire" depending on the numbers of Brackern. These mass gatherings of the arachnids share complex languages, traditions, history and even morals or beliefs, though some may differ or even reject certain aspects of their unique cultures. And these titans may clash with one another and brawl during heated arguments or debates. Despite some minor differing views and opinions, the colony still works together as a community to aid, teach and learn from each other during these gatherings. Some even have specific tasks within a colony such as: Scouts, Teachers, Warriors, Gatherers, Burrowers, Healers and so on. Surprisingly, there is neither a Matriarch or Patriarch that commands the entire colony, however, once in a blue moon, a War Chief may be elected and tested to see if they are fit to lead an army to battle. Though these instances are extremely rare, as Brackern tend to only fend off interlopers of their territory with extreme fierceness and isolate themselves from other races, rather than outright marching into another territory and engaging in war.

And even then, these mass gatherings of Brackern are also uncommon, as more often than not, the entire colony splits off into smaller groups of like minded individuals, families, etc. These are known as "Breaks" where three to a dozen Brackern accompany each other. Isolating themselves into either a deep hibernation, a nomadic lifestyle or sedentary ones within the ranges of the collective empire's reach. Nonetheless, all of these Breaks will head the call for a gathering of the Colony/Quake/Empire.

 

Speech without the need for Tongues


Though as brutish and animalistic as this race of giant scorpions can seem, they indeed are sapient and establish languages, differing from colony to colony. Such language doesn't necessarily involve actual speech, but vocals certainly do help the Brackern express themselves more within their groupings. Body language is key: the raising of the arms, the snapping of pincers, the tilting of heads, the smooth motions of each of their limbs or the sways and stabs of their tails, all contain meaning behind them to a Brackern. To aid in this, clacking and clicking with their mandibles to perform certain vocals or sounds are used for more complex words that aren't so easily conveyed, such as political or logical expression. Whereas Body movement is more so reserved for expressing emotions, feelings in the moment or to teach necessary stances for earth manipulation and magic. Their arcane arts and tapestry over the very ground they stand upon can also be used, conveying landmarks, locations, food sources, ideas, desires and all of the above that was mentioned. By changing the shape, color and texture of the earth around them, such things can easily be drawn and understood.

Aside from this, the Brackern are not known to be polylingual, certain individuals within a colony may have learned a language or two, through communicating with outsiders and other races. Though these instances are only common among the exceptionally wise and ancient, and even that isn't all that common. As trust for other species isn't an idea Brackern are particularly fond of. More on that Later. These seldom few that have connected with tribes of outsiders are still commended for their bravery, yet somewhat frowned upon by the collective, for a variety of reasons. Though some smaller colonies have been known to work in coalescence with other races, even going as far to learn their language, share resources and defend eachother and their territories with fierce prowess. And more importantly, teach some of their earth magic and language with these other races.

 

No Trust among Arthropods


Earning the trust of a Brackern, when you're another race is quite the fickle matter. For one, these creatures are notorious isolationists and can even be considered xenophobic, the very idea of trusting another that isn't their own species is frowned upon by all colonies across continents. Though some may be more forgiven to the idea. Brackern have quite the nasty habit of burrowing underground from anyone attempting to so much as have a friendly conversation, or picking up a boulder and tossing it at any that disrespect them in any manner. From the tiniest misstep towards their personal space, to outright taking advantage of them, these Scorpions are particularly petty and vengeful. The species as a whole command a great deal of respect, so much so that even the tiniest desert gnat or mountain fly keep their distance from a slumbering or walking Brackern. Known to be quite temperamental and grumpy doesn't help their case either. Despite all of the negatives that comes with their trust, once it is earned, these cavernous colossi are undeniably loyal and helpful. Though their temper and introverted nature may take over more often then not, they are much more gentle and kind to trusted individuals or races. Protective even. So long as you don't take advantage of their loyalty or disrupt them during a heavy nap.

Certain races are especially disfavored amongst Brackern, though this varies from Empire to Empire. However the most common and shared disdain/hatred for races or creatures, between colonies are as follows: 

  • Dwarves (Disdain for their rambunctious personalities and disruptive mining/digging operations. Often tunneling straight into a Brackern's den and disrupting their peace and quiet.)

  • Humans (Humanity has often times shown that they aren't exactly the most trustworthy creatures to these large Scorpions, as such they are particularly frowned upon.) 

  • Warforged And other similar Machines (Since these Arthropods are so in tune with nature and the land, they are incredibly perplexed by Warforged existing as a living thing. Seeing raw ore be made into a crude contraption with life irks them in a certain way.)

  • Spider-like Creatures (A rivalry of arachnids and arachnid-like creatures, Brackern are naturally hateful towards giant Spiders or smaller spiders. A hostility that is built into their DNA, as both creatures are often territorial towards one another, as well as either one being a threat to the other.)

  • Orcs and Gnomes (They Smell weird.)

  • Owlins and Satyr (They Look weird.)

Brackern Names


Names are not so much of an essential thing to Brackern Society, as usually unique colors and patterns of an individual is already an efficient way to identify individuals. With small nicknames given to hatchlings, as their shell is still soft and has no real pigment, until their first molt. However, this does not exclude names from the equation. Names and or Titles are a sign of high regard to a Brackern, as large groups in the colony/family/break give these to a member of their group. Some examples are:

Male Names: Arthra'ken, Ixcao'khan, Zik'Tavaal, Jo'ho'rile, Tzu'Kala, Mel'veyan, Tsa'Tsa, Exka'zool, Wyr'Tchal

Female Names: Mao'Shar, Tsi'Tsi, Nez'khal, Hue'Tzel, Hua'Mova, Rash'Tzaayil, Ar'Naash, Lyl'ei, Veir'Thal

Brackern Traits

Your Brackern Character has an assortment of inborn abilities, part of Brackern Nature

Stone Exoskeleton

You have a sturdy, stone-like exoskeleton throughout your body that provides you a base AC of 16 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, heavy armor or shields, as it is incredibly difficult to create common armor that would fit into your unique physiology.

Grappling Pincers

You have two, large, exoskeletal pincers. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.

Trampling Charge

As an action, you use your multiple legs to charge 20 feet straight toward and target creature and ram into it with your stone-like exoskeleton on the same turn. During the charge, any obstacles, walls or etc. that are loose earth (dirt, sand, gravel,  very loose stone) is ignored. Your durable shell and earth manipulation allows you to pass through with ease, as though you were burrowing. That target must succeed on a DC 14 Strength saving throw or be knocked prone. If the Target has been knocked into a wall (or similarly large and sturdy obstacle) , they receive 1d4 bludgeoning damage. If the Target is prone, you can make another attack with your stinger trait against it as a bonus action.

Venomous Sting

You can use your action to lunge your carapace covered, scorpion tail to a target within 7 feet from you, puncturing them with your venomous stinger. On hit, it deals 1d10 + your Strength Modifier in piercing damage. The target must make a DC 12 Constitution saving throw, taking 2d10 Poison damage on a failed save, or half as much damage on a successful role. Venomous sting can be used as a bonus action on successful hits for either Trampling Charge or Grappling Pincers.

Blindsight

Although you may have eyes, your eyesight isn't particularly great, compared to most other races. What you lack in eyesight, you make up for in heightened senses that can perceive the surrounding environment in a 60ft radius, without relying on sight. You are capable of sensing movement, breath, change in air quality/pressure, heartbeat; smell creatures or items; feel vibrations or heat from creatures and so on. You are immune to the Blinded status. However, you automatically fail on any ability check that requires sight. 

Age

Brackern age fairly quickly when young, spawning from a singular egg and immediately capable of crawling, skittering on any surface. Though their shell is quite weak. But that doesn't last long, within the age of 1 month and onward, the Brackling will molt from it's exoskeletal, gaining a stronger carapace and drastic changes to their colour and pattern. And even growing in their proficiency in earth elemental magic. As it matures, it molts less and less frequently, the change in colour and pattern decreasing slightly as well. Adulthood is achieved at age 40, averaging on 25 or so molts. Brackern are functionally immortal, there is no limit to their age. However, one day the arthropod simply grows too large and too heavy to molt out of it's old exoskeleton properly, their elemental energy having grown too powerful and begins to replace internal organs and the exterior into the very earth the scorpion wields. Transforming the stationary scorpion into a Petrified statue of stone.

Size

The average, adult Brackern stand at 5'8 in height from the bottom of their legs to the top of their back (With their tails, their total height becomes 9 feet). Their body's length is 7 feet, with their tail's also being 7 feet long. Their "arms" are 5 feet in total length, with 2 foot long pincers in that total. And Brackern have a width of 6 feet from arm to arm curled in. They are considered Medium size.

Speed

Utilizing your 6 skittering legs, your base Walking Speed is 30, your speed is not reduced when mounted by at least 5 people (depending on body weight of passengers) or by wearing heavy supplies. You have a wall Climbing Speed of 20. And a Burrowing Speed of 20. You have a Swimming Speed of 0.

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