Homebrew Daijan Species Details

Daijan hail from the Emerald Kingdoms almost exclusively, and most are staunch traditionalists living a way of life established by their forebears centuries ago. Their way of life, however, for being so deeply traditionalist, is a barbaric, gluttonous reverie as often as possible. There are few meals they enjoy that are minimalist snacks, and instead they gather together to imbibe what most others would consider a feast. They do not simply enjoy song and celebration, but rather they revel in massive gatherings in which they dance very closely to one another, writhing together and gyrating the entire time. The Daijan don't just have these celebrations on special occassions, but as often as they deem that they can for the resources they might have. Particularly in the warmer months (and less often in the cooler months), they enjoy these festivities three to four times weekly, at least. 
     All this reverie has its costs in the efforts required to sustain their tribes, and as a result, many Daijan spend their days from earliest light to sundown hunting, gathering, cultivating, and amassing the large stores of food they eat, and their craftspersons often spend entire days creating large stores of their goods, then reveling with their tribe after the sun goes down. This is simply an established traditional existence amongst their tribe, and as these people also engage in a large degree of ancestor worship, they venerate the epic appetites of their forebears, and the heroes of their people are the ones who can not only sate their own passions, but also bring large stores of value back to their clan for their kin to indulge in. Their tales regale passion, dedication to a cause, cleverness, and might as key virtues, and every so often, the desire of a youngling Daijan to mirror the feats of their great ancestors leads them into an adventuring life.

Passionate Reptilians

Daijan are mostly human-looking, with the exception that their skin color tends to be olive-toned with a slightly greenish hue, and some but not all have a long tail protruding from the lost base of their spine. If you were to examine their skin very closely, you'd notice that they are covered in matte, microfine scales, and their eyes tend to be gold, amber, brown, or green, with slitted pupils. Most open their mouths, flick their tongues, or lick their lips as an idle instinctive behavior, and they carry themselves with a lithe grace. Despite their enormous appetites, their metabolism is quite high, and most have sturdy bodies with only some small fat upon them. Their men tend to be muscular and strong, and their women seem to be voluptuous and curvaceous. Were their strangely drawn-in features and reptilian tails not slightly offputting to other species, they would commonly be seen as quite physically attractive to other humanoids. The males stand roughly 6 feet tall, and females roughly 5 feet tall. Their weight varies often, but ranges from 170 to 240 pounds.

Traditionalist Tribes

For the Daijan, life is mostly spent in observation of their traditions, paying reverence to their ancestors and working throughout the day so that they may indulge their passionate appetites at night. They live together in sturdy wooden homes, with one or two directly related families occupying the large structure. Then also, each of their tribal villages has a larger longhouse-styled structure they refer to as their "honored house," where most will go to gather for their revelries at night, if they do not simply choose to stay in their home. They esteem service to the clan, and they regale large and passionate appetites for food and drink, high virility, and celebratory devotion to dance, song, or other revelry. 
     A desire to accumulate the largest shares of the best things in life is inherent to their culture, and what some outsiders may construe as greedy hoarding is in fact simply an unwillingness to share their spoils with anyone outside their clan. Once a Daijan has amassed a large amount of something desirable, they will bring it forth to their people, and it will be shared openly and freely in the regular gatherings of their tribe. Non-Daijan peoples will hardly ever be offered to partake in such indulgences, unless that particular Daijan sees that person as a close and cherished friend. Their culture espouses the value of close bonds, even with outsiders, but they are almost universally slow to trust, and becoming one's friend often takes some fairly impressive feat or deed that impresses the Daijan on a deep level. Sometimes even saving a Daijan's life wouldn't be enough, if they can and would also save said person readily.

Daijan Names

Daijan names do not remain the same throughout their lifetimes. They have a clan name commonly shared by all members of their tribe, but they also have names that represent something they tend to be passionate about, or some recognized accomplishment amongst their people. They do not culturally differentiate between men and women, so there is little gender distinction in naming. When introducing themselves, they will offer their clan name first, then their current individual name. There are no real separations or distinctions between men and women's names.
Clan Names: Darkvalley, Risingmount, Splitcavern, Sunsetsong
Individual Names: Brewer, Eggeater, Cooksmore, Clutchbearer, Dancingsteps, Drinksmead, Huntress, Growsroots, Journeys, Meatmaker, Singsloud, Warsinger

 

Daijan Traits

Daijan Traits

Ability Score Increase

Your Constitution score increases by 2.

Age

Daijan infants are born without fully-developed legs, often with small vestigal limbs where those will grow to be, and very long tails compared to their body length. Their legs grow to an appropriate humanoid proportion, and their tails either fall away or grow very slightly throughout their youngest years until around the age of 3, when they fully grow into their humanoid bodies. They then mature somewhat rapidly compared to other humanoids, and reach maturity near 14 years old. From that point in their development, they simply grow stockier frames until roughly the age of 20, and they live to be about 90 years old, on average.

Alignment

Daijan live for the benefit of their clan, and in that way, some seem relatively good-natured throughout their lives. However, their inherent distrust and sometimes outright hostility toward outsiders or non-Daijan can be a stronger sentiment in some when interacting with others abroad. They are hardly ever evil, as most value life enough that outright destroying other sentient beings is not something undertaken lightly, however they do forgive passionate rages, and see the provoker of such fury as the guilty party in any such exchange. They also seem to uphold the laws of their tribes, or a personal code of ethics, while caring little for what the laws may be in other places. As such, they tend to be within the many non-evil variations of neutral, overall.

Size

Daijan are built much like humans with slightly sturdier frames, ranging between 5 and 6 feet tall, and averaging about 190 pounds. Their size is Medium.

Speed

Your base walking speed is 30.

Gluttonous Capacity

Daijan are capable of eating and drinking almost twice as much as a normal humanoid easily, and they are able to sustain themselves on their reserves of fat and stored energy if they must. If you have imbibed a large amount of food and drink in the last 24 hours, which would constitute two meals in one sitting for another humanoid, you do not need to eat or drink for 48 hours after that meal. Additionally, after such a meal, you may gain the benefits of a long rest while engaging in light activity for 6 hours, and you may choose not to sleep without suffering any drawbacks for doing so.

Stronger Skin

You have strong skin made of very tiny and fine scales on the surface, which resists piercing and abrasions. Whenever you would take piercing or slashing damage, you reduce that damage by 1.

Uncanny Balance

Where most beings possess enough balance to only struggle with their footing in particularly precarious situations, Daijan are excellent at remaining balanced due to the unique way their hips and spine align. Whenever you would make a Dexterity (Acrobatics) check to maintain your balance, you have advantage on all such checks. Additionally, if a spell or effect would cause you to become prone, you are always able to make a Dexterity (Acrobatics) check to stay on your feet, instead. If a spell, feature, or effect causes you to make a saving throw or become prone and you fail that saving throw, you may still make a Dexterity (Acrobatics) check at a DC equal to the spell's or the feature's save DC, or if the effect is not created from a spell or feature, then the check's DC is equal to 12.

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