Homebrew Bahrini Species Details

"As various as fish but as curious as gnomes the Bahrini are-- whatever you do, do not argue with one unless you have a good week on you to spare. And don't ask them to dance-- that's as good as a wedding proposal in their books"


A pointedly unique race of humanoids, the Bahrini are generally friendly, curious, and intelligent. 

Sea Dwellers

Humanoids native to the Material Plane, they have always been part land and part water dwellers. Native, or originally native, Bahrini civilization has always been established either on islands, or along coasts; if not beneath the water itself. When conflict arose on land, they retreated to the water, and vice versa when threats infested the sea. When the Triton came from the Plane of Water to deal with the evil and monstrosities that plagued the oceans; Triton and Bahrini fought side by side.

However, the fact that they are an amphibious humanoid race is where the similarities start and end between the two races. While Triton are generally the more stoic and noble warriors, the Bahrini are known to be curious and value intelligence over physical prowess. Triton resist change and claim territory deep into the ocean, while Bahrini hunger for evolvement and thus try to live and be apart of the wider known civilization.

By Sea and By Shore 

The Bahrini's native land is the island of Arjevo and it’s surrounding waters. There are two capital cities in Arjevo, commonly referred to as the “sister cities”. One is on land called Doa’Arjevo, and the other is beneath the water called Bajo’Arjevo. Commonly they are called “Doa” and “Bajo”.

There are some Bahrini that live exclusively underwater, but the majority have their homes on land and live between sea and sand. As Bahrini are generally a curious people, it is very common that they spend some time outside of their native lands for various pursuits; whether it is for adventuring or studying.

Their homelands are a warm and tropical place with tall palm trees, lush and green foliage with vibrant flowers, and sparkling waters from deep azure to crystal clear blue. They do not see the snow of winter, but in those later months it does get colder and the island is always susceptible to storms. The race’s affinity for magic is also apparent the moment one steps onto Bahrinese sand with magical constructs all around for both practical and aesthetic purposes.

Scales of Difference 

It is said that the Bahrini are as varied as fish— and they were not exaggerating. Similar to Tieflings, their skin, hair and eyes range all over the color wheel. However, there are some notable differences between themselves and the other humanoid races.

To an outside, they appear to be a race of purely Triton men. Bahrini do not have breasts, nipples or belly buttons for that matter. They do not even have the same reproductive organs. The concepts of “male” and “female” and “gender” does not exist within their culture, although there is a reproductive difference between them: one Bahrini can impregnate and one Bahrini can carry offspring and give birth. Bahrini refer to those that they know to have the ability to give birth as “Nesters”, but Bahrini do not know whether a fellow Bahrini is a Nester or not unless they say so, or they are seen with a swollen abdomen.

Otherwise, additional physical characteristics to note are that some have webbing between their fingers and toes, and their ears resemble fins. They have the same height variations as humans, but they all tend to be of a more slender build.

The last peculiar thing about the Bahrini is that they do not raise their own young. Bahrini may be polyamorous or monogamous, but the raising of youth is a separate affair. When a Nester gives birth, the offspring is delivered to a Schol or “clan”. Clans are comprised of one to three Wardens and the offspring that are brought there are known as “Wards”. To be a Warden is a chosen occupation, so they often have great passion for raising young as well as knowledge and experience. But because of this custom, Bahrini also do not have a sense of “mother” and “father” and rarely even know who begot them. They are close to their wardens and their ward-mates, comparative to other race’s “siblings”. Bahrini leave their Schol around eighteen years of age to pursue their life ambitions such as joining a guild, the guard, a school, or etc.

While this is the normal Bahrini custom, Bahrini that settle in human countries may adopt their custom of families and in fact raise their own young and form a “family”.

Virtues of Enlightenment 

The Bahrini are very much a society of magic users that value intelligence, study, reflection and analyzation. They generally frown upon brute strength finding it both primitive and beneath them. True prowess to Bahrini is how one best uses, equips and prepares the mind. The “scholarly” life is the one held most virtuous to them, and it is much more admirable to pour hours over books or into a craft that training with a physical sword. The only type of physical training they value is one of the arts: they admire nonviolent fencing, for example, and love acrobatics and aerial artists.

Other values Bahrini generally hold are strength in numbers or community, productivity, diplomacy, progression, and open mindedness.

Additionally, the Bahrini do not have a royal family but a council comprised of chosen leaders from various guilds, temples and schools of study. They also do not have quite the same concept of “Gods”, though they do acknowledge that there are supreme deity beings that created the world. Rather, they worship their own who are ancient Bahrini that achieved some ultimate state of Enlightenment; achieving or discovering some great deed or thought that contributed to the betterment of the race or known world.

Bahrini Personality

Bahrini have a reputation for asking too many questions and a discussion with a Bahrini can easily last for days. They are thoughtful, reflective, and analytical that marvel in discoveries and adore intricate puzzles. They value knowledge and prefer diplomacy over violence, but can come off as arrogant and lecturing. Bahrini are quite social, however, and would prefer to curb themselves than lose a good friend. 

Bahrini Quirks

d6 Quirk
1 You talk too much and a decision can take you 30 minutes so you can analyse all the angles and possibilities 
2 You are quick to boast of the greatness of your civilization.
3 You prefer to be in the water and take any chance you get to take a swim. 
4 You are a collector and have niche knowledge about the thing you collect.
5 You do not share the same affinity for magic as your race, and it has made you a bit of the black sheep
6 You have great admiration for the other humanoid races and wish to assimilate into their culture

Bahrini Names


The first name is a name of their choosing upon leaving their clan.
Some take ancient Bahrinese names, some borrow names from other cultures, or a name representing a value or trait of some sort, like Tieflings. 
The second is given to them by their Warden at birth that is comprised of the month or time they were born in and/or some quality about them: the color of their features, if they are small or large, if they were silent babies or cried often, and etc. 
The third or "surname" they have is the name of the clan they were reared in.

Birth Names: Silent Storm, White Arrow, Winter, Slender Light, Blue Cloud, Felling

Clan Names: The Moon Tide, The Black Rock, The Songs of Dawn 

Full Name Example: Ayannri Winterend of The Black Rock  

Bahrini Traits

Your bahrini character has the following racial traits.

Ability Score Increase

Your intelligence increases by 2 and Dexterity by 1. 

Age

Bahrini reach adulthood around age 20 and can live up to 300 years.

Size

Bahrini are have generally the same height as humans, but are rarely over 6 feet tall. 

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious

You can breathe air and water.

Control Water & Magical Inheritance

You can cast shape water and mage hand  as a cantrip with this trait. Starting at 5th level, you can also cast wall of water once per long rest. Intelligence is your spell-casting modifier for this trait. 

 

Darkvision

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.

Magical Resistance

You have advantage on all Intelligence and Wisdom saving throws against magic, and magic cannot put you to sleep 

Emissary of the Sea

Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Languages

You can speak, read, and write Common and one language of your choice

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