Ùrnaigh

The Urnaigh are an enigmatic and diverse race of humanoid creatures, bearing a striking resemblance to the praying mantis, but each possessing unique features reminiscent of various insect ancestors. Their settlements are scattered across the continent of Cairngorm, and their history is intertwined with the evolution of airship travel and exploration.   The Ùrnaigh have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.   Although Ùrnaigh don't sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what's happening around them.   Ùrnaigh speak by clacking their mandibles and waving their antennae, indicating to other ùrnaigh what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, ùrnaigh rely on a form of telepathy.

Civilization and Culture

Major Organizations

Iniltear Among the most well-known Urnaigh communities, the Iniltear Urnaigh, originally a group of nomads, have evolved into a diverse and welcoming community that embraces members from various races across Cairngorm. Guided by their pacifistic principles, the Iniltear strive to promote harmony and understanding among disparate peoples. Due to their significant influence in the continent's political history, newcomers often conflate the Iniltear and Urnaigh as a single entity.     Speyside Speyside, the largest and most cosmopolitan Urnaigh city, stands as the political, economic, and academic capital of the Urnaigh communities. Known for their erudite and open-minded nature, the Spey excel in education and attract politicians, bureaucrats, diplomats, and scholars from across Cairngorm. The city's financial hub offers ample opportunities for prosperity and risk-taking.   Gladsten Gladsten, a bohemian enclave, celebrates artistic expression and a laissez-faire approach to life. Founded by Urnaigh who championed a life dedicated to the arts, Gladsten attracts artists of all kinds, drawn to the city's vibrant and uninhibited culture. Embracing a "anything goes" mindset, the Glads value free expression above all else.   Cardswal Cardswal, contrasting with the pacifism of Iniltear, is home to formidable soldiers and mercenaries trained in a renowned institution. Originating from Urnaigh who broke away due to their perceived taint of pacifism, the Cards follow a unique and often misunderstood spiritual belief system. Their disciplined lifestyle and exceptional mercenary companies make them highly sought-after across Cairngorm.

History

Originally secluded from the other races of Cairngorm, the Urnaigh slowly emerged from their isolation with the advent of airship technology and the growth of exploration. Today, they have integrated themselves seamlessly into the diverse makeup of Cairngorm, leaving an indelible mark on its political and academic landscape.
Chameleon Carapace. While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.   As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.   Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.   Sleepless. You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.   Without the assistance of magic, you can't speak the Urnai languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).   Languages. You can read, and write Common and one other language of your choice .   Urnaigh Traits As an Urnaigh, you have the following racial traits .   Ability Score Increase. Your Charisma score increases by 2 .   Creature Type. You are a humanoid . You are also considered a fey for any prerequisite or effect that requires you to be a fey .   Size. Larval Urnaigh stand between 2 and 3 feet tall, while adult Urnaigh are between 5 to 6 feet . Your size begins as Small . When you become an adult urnaigh, you grow to Medium size . See the Metamorphosis trait for details .   Speed. Your base walking speed as a larval opteran is 25 feet . Your base walking speed as an adult urnaigh is 30 feet .   Metamorphosis. At 1st level, you are a larval urnaigh . When you reach 5th level, you can choose to undergo a metamorphosis over the course of 24 hours. After this period elapses, you emerge as an adult urnaigh: you lose the Many-Footed and String Shot traits, and you gain the Flight and Radiant Wing traits . You can delay this change until you reach 6th level, at which point it happens spontaneously .   Many-Footed (Larval Form Only). Having many legs and a low centre of gravity gives you extraordinary balance . You have advantage on ability checks made to maintain your balance and on ability checks and saving throws made to avoid the prone condition . String Shot (Larval Form Only). As an action, you can fire a torrent of sticky string at a creature you can see within 15 feet of you . The target must succeed on a Dexterity saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or become restrained for 1 minute . A creature can use its action to make a Strength check against the aforementioned DC, freeing itself or a restrained creature within its reach on a success . You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.   Flight (Adult Form Only). As an adult opteran, you have a flying speed of 20 feet . To use this speed, you can’t be wearing medium or heavy armour .   Radiant Wing (Adult Form Only). Those wings would dazzle any performance . You have advantage on all Charisma checks .
Geographic Distribution
Related Organizations

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