Valusian
The valusians were once human. Long before humankind dominated the continent of Brinversia, the valusians were humans struggling to survive deep in the lower parts of the Underdark. Though most had given up hope for a better life, there was a mystical snake that began to change that. It told them of a life outside of slavery and poverty, of a world outside the cavernous world they know, and more importantly, it told told them that they could be rulers. These humans frequently spoke to the snake, and later worshipped it as their patron.
This relationship cultivated in two things: the establishment of a new elder dragon, and a new species that was once human: the Valusians. With their bodies turned into more serpentine forms, the newly established valusians escaped the Underdark with their patron. They conquered the region of Jund and established their own society and culture, seperate from other humans, and centered around the worship of their patron: the snake turned elder dragon, Valu'scoa.
1 | You were instructed to act as a spy to undermine your enemies from within.
2 | You are the victim of a curse. One you need to cure.
3 | You were raised by humans, elves, or dwarves and have adopted their culture.
4 | At a young age, you adopted a religion outside the one accepted in your community, and now serve it faithfully.
5 | You received divine insight that sent you on your path, and occasionally receive new visions that guide you.
6 | Your sworn enemy is an ally of your people, forcing you to leave your community to gain vengeance.
7 | You went against valusian society. You are now on the run.
8 | An injury or strange event caused you to lose all memory of your past.
Darkvision. You have Darkvision with a range of 60 feet. Snakeskin. You have Resistance to Poison Damage, and Advantage on Saving Throws you make to avoid or end the Poisoned condition on yourself. Serpentine Spellcasting. You know the Poison Spray cantrip. You can cast the Animal Friendship (snakes only) spell at will, without requiring a material component. Starting at 3rd level, you can cast the Suggestion spell with this trait, without requiring a material component. Once you cast Suggestion with this trait, you can’t cast it this way again until you finish a Long Rest. You can also cast either of these spells normally using any Spell Slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this ancestry).
Immediately after hitting a creature this way, you can attempt to Grapple the target as a Bonus Action. If you do and succeed, the creature becomes Restrained. While Grappling a creature this way, your arms are considered free, you can't Grapple another creature, and you can only use this attack against the creature Grappled by you. Serpentine Build. Unlike other Humanoids, your lower half does not fit the standards when it comes to clothing and equipment. You are unable to wear certain items like boots, including their magic item counterparts. Should you acquire such an item, you must have altercations made to it at an appropriate crafter to be able to wear it on or around your tail (and still gain any of its magical benefits, if any).
Society
Though there are valusians who live outside Jund, most of them reside here. More specifically, they reside in the capital, Caravul, as the nobility and rulers of the land. In valusian society, authority is dictated by a caste system. Valusian abominations are above all others, with plenan, dimidin and myxx-scaled valusians being above broodguards (the lowest status). Valusian priests are the only exceptions to this hierarchy, though becoming one requires the blessing of Valu'scoa, which is a blessing very difficult for one to earn. Within the city of Caravul and most of Jund, the valusians are recognized as nobles and the makers of law in the land. Of the few unsaid (and said) laws in Jund, the one most often followed is to not mess with the valusians. To go against their rulers (the valusians), the unfortunate will meet a fate most see as worse than death: becoming a broodguard. Naturally, valusians outside Caravul may not follow such culture, but their lives are undoubtedly affected by it. They may seek a life of adventure out of curiosity, or out of necessity. For the valusians within Caravul or in direct relations with them however, a life of adventure is one very rare. Of all the species in Brinversia, the valusians are perhaps the least likely to leave their community and start a life of adventuring. Work with your GM to determine the reasoning behind your decision to adventure. You can use the table below to help determine the reasoning. d8 | Reasons for Adventure1 | You were instructed to act as a spy to undermine your enemies from within.
2 | You are the victim of a curse. One you need to cure.
3 | You were raised by humans, elves, or dwarves and have adopted their culture.
4 | At a young age, you adopted a religion outside the one accepted in your community, and now serve it faithfully.
5 | You received divine insight that sent you on your path, and occasionally receive new visions that guide you.
6 | Your sworn enemy is an ally of your people, forcing you to leave your community to gain vengeance.
7 | You went against valusian society. You are now on the run.
8 | An injury or strange event caused you to lose all memory of your past.
Valusian Names
Valusian names use many hissing sounds, and some choose to add extra letters to accentuate the snake-like hissing. Those that don't have such letters typically take names of individuals known throughout their tribe. Valusians very rarely use surnames. Valusian Names: Aku, Alsehsu, Assi, Awshid, Etahsie, Hashzu, Himuss, Malsili, Okhossie, Ssakura, Shuski, Surasha, Sozolek, Tlaloc, Tosseil, Ushui, Utla, Yikhash, ZhiliasValusian Traits
Your character has the following traits.Valusian
Ability Score Increase Dex +1; Con +1; Int +1
Size Medium
Speed 30 ft.
Alignment. Choose one of the alignments approved by your GM. Typical Valusians tend towards Neutral and Evil alignments. Creature Type. You are a Humanoid. Size. You are Medium (about 5-7 feet tall), and weigh about 145-245 pounds with Dimidin Valusians weighing a bit more (about 1.3x). Speed. Your land Speed is 30 feet. Languages. You can speak, read, and write Common and Draconic (Primal). Life Span. Valusians mature around the age of 13, and live on average about 130 years.
Darkvision. You have Darkvision with a range of 60 feet. Snakeskin. You have Resistance to Poison Damage, and Advantage on Saving Throws you make to avoid or end the Poisoned condition on yourself. Serpentine Spellcasting. You know the Poison Spray cantrip. You can cast the Animal Friendship (snakes only) spell at will, without requiring a material component. Starting at 3rd level, you can cast the Suggestion spell with this trait, without requiring a material component. Once you cast Suggestion with this trait, you can’t cast it this way again until you finish a Long Rest. You can also cast either of these spells normally using any Spell Slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this ancestry).
Heritages
There are two distinct types of Valusians: Plenan Valusians, and Dimidin Valusians. Choose one for your character.Plenan
Valusians that typically appear completely humanoid, closely resembling humans except for the scaly skin and serpentine eyes, tongue, and fangs. Alternatively, some Plenan Valusians have the head and neck of a snake. Serpent's Tongue. You have Proficiency with the Deception or Persuasion Skill. Smell the Air. You have Scent with a range of 30 feet. Bite. Your fanged maw is a natural weapon, which you can use to make Unarmed Strikes. When you hit with it, you deal Piercing Damage equal to 1d4 + your Strength modifier, plus 2 Poison damage.Dimidin
Valusians with a serpentine lower half, and an upper half of a scaled humanoid. This upper half however, can vary in how serpent-looking it is. Serpent’s Tail. You have Proficiency with the Acrobatics or Stealth Skill. Swift Tail. Your base land Speed increases by 5 feet (to 35 feet). Constrict. Your constricting serpentine body is a natural weapon, which you can use to make Unarmed Strikes. When you hit with it, you deal Bludgeoning Damage equal to 1d4 + your Strength modifier. Immediately after hitting a creature this way, you can attempt to Grapple the target as a Bonus Action. If you do and succeed, the creature becomes Restrained. While Grappling a creature this way, your arms are considered free, you can't Grapple another creature, and you can only use this attack against the creature Grappled by you. Serpentine Build. Unlike other Humanoids, your lower half does not fit the standards when it comes to clothing and equipment. You are unable to wear certain items like boots, including their magic item counterparts. Should you acquire such an item, you must have altercations made to it at an appropriate crafter to be able to wear it on or around your tail (and still gain any of its magical benefits, if any).