Homebrew Girogiro Species Details
"I understand your fear men. But I tell you it is not when the wilds are silent that you must be a afraid, it is when the croaking of those behind the leaves. That is their warning and they will only warn you once. " - Tokinobu Kuroda comforting his men before an expedition.
Deep in the wilds of the marshes, jungles, and the wilds lies the homes of the Girogiro. Their secretive froglike people rarely venture outside their territory unless need be or directed by the elders of the clan. Fiercely territorial the Girogiro defend their homeland with sometimes vicious vigor. Natural enemies of the Grung they have battled them for ages past for control of the swamps. Slowly over time the Girogiro have begun to venture out of their homeland and while uncommon it is possible to see an adventure or merchant Girgiro in populated settlements however getting information out of them will be far from easy. The Girogiro have strong ties the land and their ancient race have been around long enough to see the birth of other races themselves. However what secrets they know about the history of the world will seem to remain a mystery.
Nimble and Small
The diminutive Girogiro survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Girogiro stand about 3 feet tall on average with the largest of them reaching 4 feet, they are incredibly nimble and dexterous people that often live near large sources of water.
Girogiro’s skin tones can range from muddy browns to mossy greens to better blend in the jungles and marshes in which they live. To see hair on their bodies is a rare occurrence but some can sometimes grow small dark tentacle like appendages on their face that can be mistaken for facial hair. They have black eyes.. They like to wear clothes that help them best blend in with the environment in which they live and allow them the best mobility.
Traditional and Secretive
Girogiro are a very traditional people who value the wisdom and teachings of those who came before them. The clan is family and the bonds between them are incredibly strong and they individuals generally see themselves as one part of the larger clan. The directions of the clan are usually decided by the elder girogiro and followed by those beneath them. Girogiro believe every person has their place for the good of the clan and often seek out their role in fulfilling their purpose and helping the clan as a whole. Girogiro are a very secretive people and do not lightly share the rituals and traditions of their people to outside world. For them the world as whole is usually not as important as the problems or imperative of the clan. Adventurers among them may travel for various reasons such as trying to find something for their particular clan, they may have been given a task by the elders, or may be searching for another clan to join after fulfilling their purpose in the previous clan among other reasons.
Girogiro are generally distrustful of other races and while they may interact with them respectfully they often do not see them as trusted allies or even friends. They are willing to learn as much as possible from other races without revealing much of Girogiro culture themselves. Girogiro tend to trust other girogiro almost immediately however almost to a fault sometimes.
Ballads in the Bayou
The Girogiro tend to live hidden in marshes, swamps, and the wetlands to the southeast of Senkashi. The Clans may grow to large sizes but never beyond a few thousand members at a time and if such an occasion were to occur an Elder may give blessings to members of the group to split off to venture to a new territory and form a new clan. The Clan elders represent the authoritative figures that determine the wills of the clan and younger members tend to listen to their experience and wisdom.
If one were to come across the territory of the Girogiro and encroach upon it accidentally or otherwise they would do well to take note of the sounds of the surrounding area. The sound of nature usually dissipates, followed by an unnerving silence. This in itself is not so worrisome but the distinct croak the Girogiro give off can be issued as a deafening warning to outsiders. However their is legend of the rare occurrence where one may hear vibrations and tones of the most beautiful song nature can perform. Both beautiful and haunting those who he the song can never describe it properly but seem to be changed forever afterward.
War in the Wetlands
Not much is known about the enemies of the Girogiro but what is known is that they see the Grung as their mortal enemies. Raids on Grung lands can sometimes be a common occurence but it usually done in smaller guerrilla skirmishes instead of outright war in the rain forests. Girogiro see the Grung as inherently evil and are morally opposed to the nature of practice of slavery that the grung perform. If possible the Girogiro will sometimes free slaves under the cover of night and leave them on the outskirts of a settlement or the outskirts of their own territory careful to perform magic and erase the minds of the found slaves that they do not remember their amphibious rescuers. Wars over the best hatching pools are sometimes known to happen and warrior Girogiro do not hesitate to kill young Grung they come across, aware of the potential danger to the clan the young Grung will become when older.
Girogiro Names
Girogiro given names tend be unisex and repeat syllables and certain sounds. They also have clan names but their clan name is often never spoken unless in communication with another clan as everyone in their own clan shares the same clan name but they generally do not extend beyond two syllables. A Girogiro may be formally adopted into a new clan in which case its clan name changes to that of the new clan.
Example Given Names : Keroro, Keroppi, Pikki, Kuppu, Riripu, Kekukeku, Gomugomu, Gagama, Magugu, Magumagu
Example Clan Names: Mizu, Doro, Bagu, Ame, Iwa, Zumo,
Girogiro Traits
Your Girogiro has traits in common with other girogiro and is treated as such.Ability Score Increase
Your Dexterity score increases by 2. Your Wisdom score increases by 1.
Age
A grennin reaches adulthood at the age of and generally lives to around the age of 60 though there are rare cases of them living a decade longer. These are usually the elders of the clans.
Alignment
Most grennin are lawful good. On average they are free spirited within their own clans, work well with other clans, and have no tolerance for oppression or dark magic. They are also very orderly and traditional, leaning heavily on the support of their community while following the old laws of their clans. Younger grennin tend to listen to the wisdom of older grennin and follow their words almost like custom and law.
Size
Grennin average about 3 to 4 feet tall and weigh about 40- 60 pounds. Your size is Small.
Speed
Your base walking speed is 25 feet.
Your base swimming speed is 25 feet.
Poison Resilence
Over the ages of conflict with their evil cousins the Grung, The Grennin have developed a resistance most poisons and venom in the world.
Amphibious Breath
You can hold your breath in water for up to 1 hour. Grennin are natural swimmers but due to nature their humanoid forms they must breathe air after extended stay in the water.
Darkvision
Ages of time spent in the dark marshlands the Grennin carry over their nocturnal vision from dark and murky swamps, jungles, and rain-forests.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages
You can speak, read, and write Common and Primordial. You can understand some phrases in Grung but cannot read or speak the language yourself.
Nimble Leap
As a bonus action the Girogiro can make long jump is up to 15 feet away from its current position without provoking an opportunity attack. Once you use this trait you can't use it again until you finish a short rest.
Comments