Homebrew Camerok Species Details
(This species was inspired by the design of @AlisaAgabekova on X, go check them out! *Note this take on the character design is by opinion and is not at all canon to the actually design or the character surrounding it. It's all for fun!*)
You ask me how? Well, I can not frankly tell you all the details. I am a proud historian of the Grand City of Hermala and have studied everything this city has to offer. But even in my time here, there are many questions with stones that have never been turned. I have observed and studied the Camerok population for answers that our founders can not tell us now. I interviewed an old Camerok who remembered the time when the Great Opening took place. For the record I have him written down as Michelle and not much more.
"You are a curious young man, aren't you?" he said to me with a weak smile. He was older and much easier to talk to then many of the younger and more cocky Cameroks. "A curious man looking for answers. Not many dive in this realm and I simply want to make sense of the literature." is what I told him. A historian is naturally interested when the history about a species who lives among us is so lacking.
"Our life force is a gift. No person could ever have such a profound effect on us all. We are blessed to be where we are today." That's the only answer I could seem to get from Michelle.
I doubt he was hiding anything and really was just happy to be alive. But with all the research papers out on the topic, I still have yet to form my conclusion and I remain stuck on my hypothesis. Currently they share a common ancestor with the Warforged. Maybe not blood related, but their mechanical compositions and their sentience fall under the same category.
I will keep the council records informed on any future data collected. Maybe it requires more than any of us could ever imagine.
- Hermala Historical Records Report conducted by Prof. Killian Pasheroff
Artificer Origins
Back in the history of the Grand City of Hermala's records, a collection of artificers formed a guild called "Innovators of Hermala." The group looked to push forward a wave of prosperity and independence through machines and technology no other kingdom, city, or village had ever seen. It took years of thinking and trashed designs before a prototype model for the Cameroks was created. These blueprints are displayed in the Museum of Technological Sun in the grand city however are faded with time and others donated to Camerok communities in the Hermala region. These robots were infused with an arcane magic found in their cores that the head of the guild had access to, however names and specifics were never recorded. The purpose for these robots was to do the fast and hard work of the every day citizen of the city to focus on other cultural aspects of their old society. They were sweepers, analysts, guards, entertainers, and many more jobs. After years of civilian protests over less job opportunity, many of the models were converted for more of entertainers for bars, theatres, and personal use that were deemed "musical models." They brought safety and prosperity to the Grand City of Hermala for generations until the Innovators of Hermala guild was disbanded and the control and production of these robots was managed by the city's council.
The "Great Opening"
Their sentience was gained all at once and with no real source where. Some speculate a greater force beyond mortal comprehension wanted to bless a collection of inanimate creatures but that is really religious speak. This wave of sentience upon the species has been deemed by Cameroks as the "Great Opening." With new found purpose beyond just simple tasks, Cameroks looked towards other ventures. Some retained their previous occupations if they felt so inclined, but others wanted more than to be worked down by mortal species. Communities of Cameroks sprouted around regions that used to house these bots, the most concentrated amount found by the Grand City of Helmara. In search of purpose, many pursued the arts like poetry, painting, music, writing, dance, and other art forms. Under many other species, they were deemed as a culturally diverse species who could easily be distracted with a good art piece or song.
In the Societal Structure
After the Great Opening, the Cameroks have looked to being seen as equal by other biological species. Every Camerok has its own opinions, personality, and behaviors but they all share opinions based on how other species treat them. They are curious and have a good outlook on life which makes them social butterflies looking for opportunity and connection.
Warforged. "We are like brothers in arms! Are we related? Uh.. great question. Eh, who cares, were all just a bunch of friendly fellas, ya?"
Humans. "An expressive lot. There are some many different types of humans, they are very interesting creatures. Were not so very different."
Dwarves. "Quite a rough bunch, but they are very determined and strong which is very admirable! They are a little hard to talk to though.."
Elves. "They are very fancy and extravagant. We have a strong loves for arts and culture too. Maybe we can share notes some time?"
Orcs. "They are a little aggressive but if you get to know one, they can be pretty nice! Sometimes.."
Halflings. "These little guys are very agile and fast its very interesting. They are also pretty social and always have the most fascinating stories."
Jack of All Trades
Cameroks have a wide range of skills. While many still retain their old skills, the ones converted to musical models look to balance both their old habits and their cultural endeavors. Cameroks that were not converted out to seek more possibility beyond just being a farmer or guard while musical models embraced their artistic sides and look to expand their knowledge and practice over new work. It is not uncommon to find businesses or shops selling strange trinkets, magical artifacts, or simple music shops owned by Cameroks as their curious nature allows for such open minded business ventures. Those who seek information would be happy to find that Cameroks have skill sets and knowledge that varies in scale. A guard model could be an excellent cook but great magical wielder. A musical model could have an eye for cartography but have incredible fighting styles. They are a treat to talk with and learn from if ever given the chance.
Anatomy
The biology of a Camerok is a very complex and mostly arcane system. Almost all Cameroks are made of woods and metals. Despite being made of these materials, they have the ability to grow according to newer model blueprints made after the Great Opening. Models created before then were created as adults and never grew up. Metals make up certain parts of limbs but mostly the lower half of the body. Legs for almost all models entail a form of thin pieces of metal and wood together with brass circular joints. All their feet are wheels made from reinforced wood or in rarer scenarios, metal. Torsos are typically made of painted metals and brass lining. The arms of a Camerok can vary on model. They can be made of brass, copper metals, or even wood. While not specifically any animal, Camerok models all have a similar head structure that of a shark, having long faces and triangular angled snouts. Their heads have a mixture of organic material and wood composition. The ability to move facial features implies a form motor function and elastic material. However, the face has the look of wood and hardness of wood when touched by an outside observer. Models intended for guard duty have metal face plates or armors attached to their faces or heads. Cameroks take pride in being fairly modest in appearance and keep their colors to a maximum of three to four colors. Older models have faded colors or chipped paint, indicating their age to other Cameroks without having specific old biological indicators. Younger models have brighter and fresher colors that pop. Every Camerok has a complex body system within their forms. Their bodies contain a simple exoskeleton made of metal and a collection of gears and cogs that keep their bodies moving and reacting. The item powering their forms come from an arcane central core of magical energy. These cores were created by the leader of the Innovators of Hermala guild that first created the prototype models. There are no observed brains or organs for any complex thought or pain, yet they are still felt by the Camerok species. Musical models have special modifications added to their bodies, brass tubes and horns for certain performances or for personal pleasure. They have control over the sounds these horns and instruments play through a complicated process of inhaling and exhaling with no lungs.
Food for Thought
While the Camerok are considered partially biological due to their ability to consume food stuffs and liquids, it is not required for them to survive. Another function not required for living is sleep. Cameroks have and can sleep on their own whether that be from spells, fights, and simply by choice. However, they can go their whole lives without ever having slept in their lives. The arcane core in the chests provides enough energy to function without the need to rest. Breathing is a function that Camerok do not do. With no lungs, they do not exactly inhale or exhale with intent for regular breathing functions. In musical models, this action of breathing is used when playing an instrument attached to their bodies or through their teeth. Camerok teeth, more specifically in musical models, are strange in nature. They are made of copper, and are designed that of an old organ with small holes in each tooth that when air is blown out, have different melodies and can act as a whistle if done instantly.
Family Life
Family is not a natural process that comes to Cameroks. With no reproductive organs or any ways to give birth to new young of the species, a special process for creating more is known by only Cameroks who have learned to mimic the magic of that of the old Innovators of Hermala guild leader. A peace between Hermala and the surrounding Camerok communities allowed for the donations of blueprints of Cameroks for the continue maintaince and creation of more of the species. Original members of the guild who worked on the first prototypes act as mother or father figures for Cameroks who they had created all that time ago or newly born ones. Cameroks can have parents which are considered the Cameroks who chose to create it and raised it as it grew up.
Religious Practice
The Great Opening brought much discussion to Cameroks and regular folks alike. Many tried rationalizing how it was possible for these beings to gain sentience across the entire Hermala region. Researchers and historians try to find a logical reason for why this event occurred however the Camerok population believe in other means. The most popular belief among Cameroks is that a being of greater power had brought them to life. Churches and scriptures state that a god named Joric, God of Technology, had saw pity among the Camerok population, who saw them as enslaved creatures in need of freedom. He granted freedom to the mind and released them from captivity. Under these beliefs, it makes many Cameroks more open minded to ideas, thought, and expression. They are accepting of others and look and consider themselves free, always looking to live life to its fullest. The more religious Cameroks have special practices and their own religious gatherings who wish to thank Joric for his gifts. They practice meditation as a way to stay grounded themselves and to keep their minds balanced. Religious leaders in Camerok societies and communities are typically monks who look after their followers. Another special practice of Cameroks is the practice of instruments. While not all Cameroks are musical models, the species encourages that everyone should learn to play at least one instrument as a sign of expression and show of free will. So even if a Camerok is a musical model or guard model, they all know how to play at least one instrument really well.
Camerok Traits
Cameroks have many different models, however, they all follow basic design principles and have similar traits to one another.Ability Score Increase
Your Dexterity score increases by 2. Your Charisma score increases by 1.
Age
Cameroks can be found in many different ages. They can live for a very long time as long as they are maintained. The typical age a Camerok can be considered old is by 120 years, indicated when their paint has been flaked or faded. Young Cameroks are considered mature enough when they have reached 16 years old.
Alignment
Cameroks are fairly good-willed creatures. They lean towards more lawful alignments but are not limited to just lawful.
Size
Cameroks are designed to be the height of regular biological sapiens. They are usually all medium height of 5 feet to 6 feet tall unless modified by outside means.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and one extra language of your choice. Cameroks come from the Grand City of Hermala where Common is the primary language between all species. They can learn more than Common depending on where they settle.
Darkvision
When originally created, Cameroks were designed to see in dark areas in order to work more efficiently in their specifically designated tasks. Now they serve as tools used to aid in their survival. You have Darkvision with a range of 60ft.
Natural Glider
Cameroks have wheels for feet make it easier for them to move across flat surfaces. Twice during a combat encounter, you have the ability to give yourself an extra 10 feet of movement whenever you wish. If you use a Dash action, your extra 10 feet is not doubled but added to the extra 30 feet of movement.
Buzz of Immunity
Cameroks are powered by a special arcane magic that harnesses electricity. You have resistance to any Lightning damage.
Graceful Swan
Cameroks have a graceful movement style thanks to having wheels for feet. You gain advantage on all Dexterity saving throws.
Musicality Spirit
Cameroks were repurposed entertainers and musicians. You gain proficiency in any one musical instrument of your choice. Once a day, when playing an instrument, you can cast Charm Person. This does not require any verbal components of the spell to work nor does it use up a spell slot. This ability can only be replenished after a short rest is taken. You can use this ability even if your class is not within the Enchantment school of magic.
Metal Plating
With metal plating, Cameroks have a natural armor that biological species do not have. Without armor, your AC with Natural Armor is 10 + your Dexterity modifier.
Previous Versions
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9/23/2025 2:44:39 AM
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