Homebrew Carchonian Species Details

We had it right where we wanted it. The kraken was wounded and retreating back to its lair. Ilako had lodged several spears on its body and Kashni had partially blinded it. I had made sure to cut into it deeply as it swam away. It's blood warmed the waters, making it all to easy to track down, even if it was faster than us. 

If we killed the kraken and brought proof back to the tribe, our rite of passage would be fullfilled.

We followed the blood trail to its den, a large cave near the bottom.

"It might be a mother" Ilako pointed out "we should destroy any eggs we find before they hatch"

Ilako was practical, he always had been

Kashni chimed in "Or we could sell them to the surface dwellers, I hear kraken eggs are a delicacy up there"

She always did have the aspirations of a trader

While i admired their enthusiasm, i needed to keep their focus. There was a task at hand, and we needed to finish it "We can decide what to do once we see for ourselves" 

"Then what are we waiting for Rhekid?" Kashni gripped her spear in anticipation

I couldn't help but smile and say "Right you are, lets slay this beast"

- A recollection of events from Riptide-Rhekid, roughly translated from aquan

 

Not so Terrible Terrors of the Deep

Carchonians are large, bipedal, shark-like humanoids that live all around the realms oceans, from the deep trenches to the coastal shallows. While mostly resembling sharks, one trait that distinguishes them from other sea-dwelling creatures are their limbs. Carchonians have two sets of shoulders and four arms, a larger upper pair and a smaller lower pair. The upper pair are much longer and are more muscular. The forearms on the larger pair are covered in a Keratin-like growth that protects the arms from damage. The keratin growth ends in large spikes jutting out from above the wrist are that makes gripping and manipulating certain things difficult, if not outright impossible. However, these arms make ample use as defense and attack as Carchonians are able to use the keratin covering their forearms as extra protection, and can use the spikes to attack. The lower pair have no spikes or keratin and are much more dexterous, but as a result are shorter and less muscular. They tend to be the Carchonians main appendages they use when out and about. They're able to hold weapons just fine, but have no capabilities aside from what normal arms can do. Carchonians are also very large creatures, ranging in height from 8 to 8 1/2 feet tall. Carchonians are very boisterous and loud people by nature, which generally makes them seem overly aggressive to many. Many races tend to steer clear of Carchonians or are at least weary of them because of this, their stature and appearance also doesnt help. Most people tend to be put off by Carchonians, if not immediately seeing them as a threat until proven otherwise. Most Carchonians are aware of this perception that other races have of them, and this results in not only Carcharadonts not often going to the surface often, despite being able to survive just fine up there.

Carchonians have also developed a reputation among both surface and Sea dwellers as Daredevils or Adrenaline junkies due to their cultural practices. Carchonians hunt large monsters regulary and Many famed monster hunters are Carchonians. This gives a lot of people the perception that Carchonians are bloodthirsty, but to Carchonians, it is simply a part of their culture.

Carchonian behavior is often regarded by other races as primitive, and most people who don't know about their culture compare them to savages. Though one could quickly find out they aren't as savage as they appear. Carchonians are actually a kind race when it comes down to it. Despite their tendency to enjoy hunting and killing monsters, they aren't just bloodthirsty brutes looking for a challenge. They often bring peace offerings to appease races who might be weary of their presence when they come into an area, and even request permission to hunt in an area from a local official. They are a very rule oriented people despite their loud and brutish nature, they know when to tone it down.

Family Clans

Carchonian society is a simple affair. It is made up of various tribes scattered across the worlds oceans. Each tribe is composed of a family, and varies in size depending on how long the tribe has existed. A tribe is composed of The Patriarch, Matriarch, their children, their grandchildren and continues on for as long as their bloodline goes. The Patriarch and Matriarch are the ones who started the tribe and are the ones who make all important decisions. They are the oldest ones within their tribe and every Carchonian in the clan is a descendant of them. Carchonians have an extremely long lifespan, maturing at age 25 and living up to 600 years, meaning there may easily be 20 generations existing at one time. The Patriarch and Matriarchs last name is the namesake of the tribe, and the clan will go onto be known as such for as long as it exists. If either the Patriarch or Matriarch die of natural causes or otherwise, the surviving arch is to lead the tribe on their own until they too pass away. Once Both the Patriarch and Matriarch pass on, their children, once they are of proper age, are expected to fullfill certain roles and tasks. The Eldest Son and His Wife are expected to take the place of the Patriarch and Matriarch, keeping the tribe alive and leading the clan into a new era. The Middle Son or Son's are to spread out, find a wife, and start their own tribes. The Youngest Son is to remain within the tribe and train to become the Huntmaster, a sacred position in Carchonian culture. The Huntmaster not only organizes hunts, and is essentially the military leader of the tribe, but he also teaches and instructs young Carchonians in the ways of the hunt so they may one day undergo the rite of passage into adulthood. All daughters once they come of age are allowed to do as they see fit. They may start their own tribes if they find a husband, marry into another tribe, or remain in their familial tribe to fullfill a role. It is up to them what they do.

However, becoming a member of a Carchonian tribe isn't merely a birthright, or even something only relegated to their species. Carchonians allow members of any sea dwelling race to join their Clans as long as those individuals adopt their traditions and cultural practices. This offer even extends to Land-Dwelling races if the Carchonian tribe lives in the shallows. Of course all Newcomers that are of age must prove themselves worthy of joining the tribe, and as such must succeed in hunting monsters as Carchonians do.

Hunters of the Deep

Hunting and slaying monsters is a large part of Carchonian culture, in fact, they regard it as the most important part. Hunts are regularly carried out with the usual Targets being Aboleths, Sea Serpents, Kraken, or other sea monsters. All Carchonians are expected to participate in hunts throughout their life, but the most important hunt comes during early adulthood. A Carchonian cannot be considered an adult until they hunt down and slay a monster of their choosing. This is usually done with a hunting party of at least three young Carchonians that are eager to prove themselves. However, the Youngest Son of the Patriarch and Matriarch must complete the rite of passage alone. He is called to become the Huntmaster of the tribe and thus is expected to be the best of the best. So he must prove himself capable of taking on a monster alone. Should any Carchonian fail the hunt in either case, they will not be allowed to return to their tribe until they are able to hunt down and kill a prolific monster, essentially becoming exiled. This leads to many Carchonians wandering the Ocean in search of a beast to slay or a place to lay their head. Some disgraced Carchonians will even journey to the surface. They believe that if they kill a surface monster such as a dragon, beholder, or other beasts completely alien to their kind, they will truly earn their way back into the tribe.

This tradition of hunting breeds pseudo-friendly competition between tribes of Carchonian and they often keep track of the number of kills the tribe has under their belt. At the end of each year many tribes compare kill counts either for bragging rights or lost bets. Eventually the top four tribes with the most kills tallied up over the last ten years, will participate in an event known as "The Ascent"

Life Debts

Carchonians are extremely beholden to their traditions and there is no better example of that than a Carchonian life debt. If an individual of another race saves the life of a Carchonian when it is in peril, that Carchonian is required to commit his or her life to that individual. They must protect the person who saved them at all costs and remain with them until death. The person who saved them even becomes a welcomed member of the Carchonian's Clan. This life debt is all encompassing and the Carchonian must follow the whims of their savior, no matter what. Carchonians take this debt very seriously and if an individual of their species refuses the life debt, they are banished from their clan.

The Ascent

Once every 10 years, four Carchonian clans with the most kills over the course of the last decade will engage in a competition known as "The Ascent". The Ascent is a momentous occasion where these four tribes will leave the ocean and go onto the surface. There, The Huntmasters of each tribe will be sent out to track down and mark suitible game for the first day of the event. After a day or two, Ten members of each tribe selected by the Patriarch, will line up side by side from youngest to oldest, starting with the tribe members who have just reached maturity, and ending with the oldest child of the Matriarch and Patriarch. Then the first group, the Youngest members from each of the four tribes, will step forward and the competition will begin. When the Huntmasters had been sent out the day prior, they marked the quarry the first group would hunt with kraken blood, as to give a familiar scent to first group. When the competition starts, the first group must use their sense of smell to track down the creature they're hunting. The goal of this event is to not only see which tribes members are the best hunters, as all members of the group would be sent after the same prey. The hope is each member of the first group would find the creature at the same time. This creature is usually an Owlbear or some other monstrosity. In either case, the winner of the first group is whoever kills it first and thus it becomes a contest for the Carchonians to not only outclass, but outwit one another to see who can get the killing blow, while the beast is also trying to kill them as well. Once the dust settles and the group returns with the kill, one Carchonian is declared the victor of the first group and earns a point for their tribe, telling the tale of the hunt. Afterwards, the Huntmasters are sent out once again to track down more beasts for the next day of competition. This cycle repeats for ten days, with each group consisting of progressively older members of the four tribes, and with the quarry becoming more dangerous as each day goes by. At the end of the ten days one tribe will be in the lead. However, there is one more event that can mean the difference between victory and defeat. On day eleven the Patriarch and Matriarch of each tribe will line and be sent after what the Huntmasters deem the most dangerous quarry, This can Range from a Powerful Beholder all the way to an Adult Red Dragon. In either case, these four pairs must compete, track down and kill whatever quarry is marked. If the Patriarch and Matriarch of any of the tribes manage to strike the killing blow, they will earn ten points for their tribe, easily cementing a victory, or turning a huge loss into a comeback. Once the Patriarch and Matriarch of the tribes return, Victory will be given to the tribe with the most points and the only prize is bragging rights. The next day A feast will be prepared for not only the victorious tribe, but all tribes present for the event, using the meat gathered from each kill in the last ten days. This feast can last entire days, as the Carchonian tribes will not stop eating until they have eaten all of the spoils from the hunts, not letting anything go to waste. Once the feast ends, the four tribes will return to the ocean and head home. This event tends to draw much attention from other races due to its size. If a nearby town on the coast catches wind of the event, many will attend to experience it. Though, admittedly most of the time, people only come for the feast, but they are more than welcome to, if they can handle their alcohol.

Clan Names

A Carchonian clan is named after the Patriarch and Matriarch of the tribe, denoting their last name. Examples include: "Clan Rhekid, Clan Badiri, Clan Kadaan, Clan Cenari"

Carchonian individuals start off with simple names such as: Castus, Killian, Pallok, Endras, Ordnus, or Verno. This name is usually followed by their clans name. However, once they come of age and complete their right of passage, they are allowed to choose a title they believe fits them. Usually this titles first letter matches that of their name. These can amount to names such as: "Jagged-Jacques of Clan Ilako" or "Callous-Caidan of Clan Utros"

Carchonian Traits

Carchonians have the following traits:

Ability Score increase

Your constitution score increases by 2 and your Strength score increases by 2

Multi-Limbed

You have two pairs of arms, A large upper pair and a smaller lower pair. The Upper pair have large spikes jutting out of them, making them ill suited for holding or using shields and weapons, but still able to hold regular objects, grapple an enemy or cast spells, and things of that nature. Your Lower pair of arms act much the same way as regular arms and are able to use weapons and shields, unlike the upper pair. Due to having multiple limbs and the nature of your Physiology, you have the Two Weapon Fighting style automatically and are able to make the following attacks as an Action or Bonus action. These attacks count as Natural Weapon attacks.

Arm spikes: Your larger pair of arms may not be able to hold weapons or use shields, but are most certainly able to hack at your opponents nonetheless. Using the large protruding spikes on your arms you can attack, dealing peircing or slashing damage equal to 1d6 + your strength modifier. Due to these arms being much longer than your lower arms, they have a 10ft reach.

Bite: You clamp your jaws down on your target, dealing pericing damage equal to 1d6 + your strength modifier, on a hit You may choose to grapple the target or not, if you choose to grapple the target, they must succeed a contested Athletics check or be grappled

Thrash: This attack can only be made after you have successfully grappled an enemy with the "Bite" attack. With this attack you thrash your jaws as they're clamped down on your opponents wounds, dealing slashing damage equal to 1d6 + your strength modifier. The target must succeed a Constitution saving throw equal to 8 + profiency bonus + your strength modifier or begin bleeding, taking 1d6 damage at the start of each of their turns. They can repeat the saving throw at the end of each of their turns.

Keratin Shield: As a reaction you can bring up your larger pair of arms, using the Keratin Growths to protect yourself from an incoming attack and boosting your AC by an amount equal to your Constitution modifier until the start of your next turn. You may use this ability once per short rest.

Size

Carchonians are usually 8 to 8 1/2 feet tall and weigh between 600 to 800 to pounds. Your size is Medium

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift

Prowlers of the Deep

Your instincts have given you keen senses. You have proficiency in the Perception and Survival skills.

Sixth sense

You and your kin have an innate ability to sense the electromagnetic fields around you. This enables you to sense both the seen and the unseen. You have an ability similar to blindsight out to a range of 60 feet, where this ability differs is that as a bonus action, it can be boosted to 90ft and become able to detect not only creatures but also gain the ability to detect magic and peer through illusions. You can also detect things through walls, only being blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. This effect lasts for 10 minutes and can be used a number of times equal to your proficiency bonus per long rest

Amphibious

You can breathe in both land and water, and have a swimspeed equal to your walkspeed

Languages

You can speak, read, and write Common and Aquan

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