Homebrew Qunari Species Details
The Qunari (literally, "People of the Qun") is the umbrella term most commonly used to describe the white-haired metallic-skinned race of large humanoids and their society that governs the islands of Par Vollen and Seheron. Members of the Qunari race are rarely seen in any numbers outside of their native lands.
Qunari are taller and more physically robust than humans. They have skin of varying metallic colors (such as gold, bronze, and silver), white hair, pointed ears, and vivid eyes with colors like violet, red, silver, or yellow. Most Qunari have horns. The horn itself has no nerve endings and can be removed. Some have one pair of horns, while others have two sets - one big and one small; individuals with up to four sets have also been spotted; it is unknown what determines the number of horns or their size.
The Qun
The Qun is the religion of the Qunari, though it is closer to a philosophy than a full-fledged religion. It governs every part of Qunari life, and even the governing structure is dictated by it. It gives every Qunari a defined and fixed place in their society, either as a soldier (part of the body), a craftsman (part of the mind) or a priest (part of the soul).
The "body" is represented by the Arishok and the military, the "mind" by the Arigena and the craftsmen, and the "soul" by the Ariqun and the priests. The Arishok is always male and leads the armies, the Arigena is always female and leads the craftsmen, whilst the Ariqun, whose gender varies, leads the priesthood. All three are the head of their respective "paths" and work in unison to complete the whole of Qunari society. Duty is paramount in Qunari culture, and their society is seen as a living entity, whose well-being is the responsibility of all. Each person is like a drop of blood in the veins of the being, and they must not do what is best for them, but what is best for all.
When a Qunari child becomes of age it is evaluated, and assigned a job. Qunari have been bred for specific roles for a very long time. However, breeding does not determine a Qunari's assigned task. If a Qunari was bred to be a soldier but turns out to be more intellectual, they may move him or her into the priesthood, researching weapons technology, or another task, depending on what roles need to be filled by someone with their specific traits.
Qunari society is based upon learning as well as military might. Few speak the common tongue that is used among Thedosians, and even fewer speak it well. For this reason, Qunari often keep quiet among foreigners, out of shame—in a culture that strives for perfection and mastery, to possess only a passable degree of skill is humiliating, indeed.
Qunari strongly believe that the genders are inherently and intuitively better at certain tasks. No matter how much aptitude and promise a male shows for management, he will never be considered as good at it as a female, therefore it would be considered inefficient and a waste of resources to place him in a role where a woman would serve better. The same goes for females, most Qunari will find it odd if a female becomes a warrior. The odd, very rare exception is made however. A male Qunari will farm if he must, just as a female will fight, depending on the circumstance. The Qunari also have the concept of "Aqun-Athlok," which means "born as one gender but living as another". If a female shows sincere interest and outstanding talent at fighting, she will be considered male, regardless of her biological sex. For the Qunari, gender is a secondary trait compared to their duty to the Qun. There are fields like philosophy or sciences that make use of both genders, but even then, there is division by discipline. Men will do one kind of research and women another.
Saarebas
The Qunari call their own mages "saarebas", which means "a dangerous thing". As the Qunari believe that mages are ultimately unable to master themselves, each saarebas is entrusted to an "arvaarad" ("one who holds back evil") who bears a control rod. The Qunari do not blame them for their "defective" and dangerous nature, so frequently pity and honor saarebas, for lack of a better word. In practice, they are treated little better than attack dogs: They are leashed, shackled, collared, and their mouths are sewn shut, and have their horns removed to warn of their danger.
Outsiders and Converts
The Qunari view other nations as inferiors, kabethari (literally, "those who need to be taught") who are to be conquered and "enlightened", i.e. converted to the Qun. In the newly subdued areas they dismantle families: children are torn away from their parents and raised as Qunari, while adults are sent to "learning" (labor) camps for re-education. A new convert, or viddathari, may take a high position in the Qunari society. In fact, it is possible for a human, elven or dwarven viddathari to become Ariqun, Arigena or Arishok should they show the merit for the role. However, this is naturally less likely than a qunari taking the role, given their far greater numbers in the Qun.
Refusal to cooperate is seen as illness to be cured, and those who resist are taken to the viddathlok, temples dedicated to healing. What happens later is not quite clear, but it is known that the Qunari use a substance called qamek to turn them into mindless laborers forced into indentured servitude or sent to mines or construction camps. Some would return, changed in profound ways, some would perish of exhaustion or starvation and some would be slain.
The Qunari call outsiders bas ("thing") and consider them unfortunate beings who, however, have a potential to grow if the Qun's wisdom is imparted to them. The best an outsider can hope for amongst the Qunari is to be considered a basalit-an, "worthy of respect"; a basalit-an is a worthy foe, and one that can be negotiated with to an extent.
Members of the giant race born outside of the Qun are not considered to be Qunari within the Qunari society. They are called Vashoth, which means "grey ones"; likewise those who abandon the Qun willingly are known as Tal-Vashoth, "true grey ones". Most Tal-Vashoth are former soldiers and become mercenaries, and are considered by Qunari to be worse than bas.
Qunari Names
Whilst they posses names, Qunari rarely use them, resorting themselves to use titles rather than names to identify and present themselves. The names are in fact simply strings of genealogical information. However, they do make frequent use of nicknames.
Nicknames: Arigena, Ariqun, Arishok, Arvaarad, Ashkaari, Ben-Hassrath, Beresaad, Gatt, Ketojan, Koslun, Kossith, Rasaan, Saarebas, Salit, Sten, Tal-Vashoth, Tallis, Tamassran, Viddasala
Qunari Traits
Qunari share a number of traits in common with each other.Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1. Your Charisma score is reduced by 1.
Age
Qunari have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Alignment
Qunari society, with its clear roles and tasks, has a strong lawful bent. Their self-sacrificing nature along with their general disregard for individual rights push them toward positions of moral neutrality.
Size
Qunari are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Natural Athlete
You have proficiency in the Athletics skill.
Qunari Endurance
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d10. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Horns
Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Imposing Presence
You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
Languages
You can speak, read, and write Common and Qunari (dialect of Giant).
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