BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Vataman (Vata-man)

Sometimes simply called the Vata, Vatamen are Humans who have adapted to the cold and wet of Vatenrelm, and have gained a set of gills to allow them to function underwater. They also have four fingered hands webbed feet, and strange, fish-like eyes.

Basic Information

Anatomy

Vatamen look similar to humans in most ways, but have a small set of gills on each side of their neck. They tend towards lighter skin and hair tones, and are often of larger builds. Vatamen tend to have lighter hair and skin and more muscular builds, and often sport runic tattoos.

Biological Traits

Vatamen appear as human in nearly every way, save for a set of gills on their neck that allows them the ability to breath underwater. Their skin is much more porous, however, and requires exposure to water at least once a day. A Vataman who goes for more than a day without soaking their skin will suffer a painful death as their skin cracks and dries out within hours. Some vatamen, known as rivermen, have evolved to avoid this by coating themselves with a natural oil, however this oil is quite flammable and prone to igniting the vatamen. Others evolved in the opposite manner, abandoning their surface attachments and embracing life fully beneath the waves, becoming known as deepmen.

Genetics and Reproduction

Birth can be very difficult for a Vata, as a baby will have difficulty breathing, as it has grown accustomed to only utilizing its gills in the womb. Thus, most births must take place near on in a source of water, and without any water nearby, the risk of infant mortality rises drastically.

Growth Rate & Stages

A Vata reaches adulthood at 20 years of age.

Ecology and Habitats

A Vataman thrives in cold and wet lands, having been mutated to specifically live in such areas. A vatamans skin is heavily regulated, able to keep in warmth for long periods of time.

Additional Information

Social Structure

Whoever holds the most demanding job in a vata family is the unquestioned head of the household, although at any time a member of the family can challenge them to a fight for the position. Many vata children learn the foolishness of declaring a challenge the hard way by challenging the leader before they are ready, as the head of the family is rarely in a position to lose such a fight.

Uses, Products & Exploitation

Riverman who are able to produce excess oil often exported it to make extra coin, as it is a cheap and easily available fuel source for lanterns.

Facial characteristics

Most vata have lighter skin and hair, and often have larger builds due to their constant strength training and swimming.

Average Intelligence

While not inherently unintelligent, Vatamen are known to be extremely reckless, often not thinking about their actions carefully.

Perception and Sensory Capabilities

Most Vatamen can see underwater as long as there is still ample light, although many further develop this skill to gain the ability to see in the dark.

Civilization and Culture

Naming Traditions

Most Vataman follow the Vala naming conventions, but tend towards more aquatic names. Common names include, Aanslhole (Slippery Fish), Alfvergad (Shining Seaweed), Bleengme (Swift River), Bledhud (Boatmender), Drasuingt (Rock Lobster), Grultwaneus (Strong Salior), Henslen (Sturdy Glaicier), Hinkwee (Voice of the Storm), Jeenjowu (Calm Lake), Kieam (Morning Fog), Moeslars (Gorgeous Coral), MoudaIm (Massive Wave), Ouint (Evening Rain), Speentwik (Deep Swamp), Stegal (Song of the Sea), Sulnom (Red Tide), Teifuleked (Golden Shore), or Zeungbeulk (Frozen Fur).

Major Organizations

Many vata work as enforcers for the Kingdom of the Waves, but can be found in all sorts of areas around Vatenrelm. Many seek entrance to an elite vatamen fighting force known as the Jomersguard, the most powerful warriors and devout followers of Valahem

Beauty Ideals

The only value truly held holy to a vataman is strength, so anyone who can perform such feats of strength are considered beautiful. The vatamen woman often scorn the fragile physiques of women in the nobility of other realms.

Gender Ideals

Like the Vala humans, the vatamen gender structure is complicated, with men and women being equal in some places and unequal in others;. However, the vataman do not have as many physical labor restrictions on woman as the Vala, and thus as long as one can prove their strength, woman are equally respected. Vata women strive to constantly show that they are just as capable, if not more so, then the men around them, and many male Vata have learned better than to make unwanted advances against a woman they aren't familier with.

Courtship Ideals

As strength is paramount to the vataman, many won't settle until they find a partner who can match or even best them in contests of physical might. This obsession with strength brings the unfortunate side effect of some vatamen who only seek to best those clearly lesser then them

Major Language Groups and Dialects

Vatamen are fluent in Vlatya Common and Aquan, but are known to speak a wide variety of other languages.

Common Dress Code

Vatamen never wear neck coverings, as they need their gills to be exposed for easy air flow. They often wear sleeved vests with fur inlays to keep them warm without compromising their necks.

Culture and Cultural Heritage

Vataman society is built upon strength, with those who accomplish great feats of strength or prowess in battle held upon a higher esteem. Both men and women are treated equally in vataman society. As long as one can prove their strength, one is respected.

Common Customs, Traditions and Rituals

Much like in a Vata family, members of major organizations are able to challenge their superiors for the right to their positions, although the must bring some sort of evidencable claim against them, such as a failed battle or a season of lost revenue.

Common Taboos

Acts of cowardice can forever scar not only a vatamans name, but the reputation of their family or place of employment as well. While tactile retreats and conceding a clearly lost battle are not shameful acts, few vata are willing to risk being seen as cowardly in any way, and often refuse such endeavors, even at the cost of their life. This often leaves the vata with a penchant for recklessness and foolishness.

History

The first humans who ventured to Vatenrelm found it a harsh and unforgiving place, and they soon found themselves struggling to survive without the excess landmass of the other realms. Facing extinction and with no other options, these humans found themselves at the mercy of the aboleths, strange creatures who rule over the deep realm. The aboleths used their dark magic to mutate the humans into the first Vatamen, and enslaved them, use them as their servents on the suface world. Eventually freed from aboleth rule, the Vatamen took to their newfound freedom with joy, vowing to never lack the strength to be subjugated again.

Historical Figures

One of the members of the villianous Darkmoon Alliance, who brought about the Sundering, was a Vataman bloodrager named Baonar.   One of the members of the Nenu-Lan guild, The Court of Misfits, was a Vataman sailor named Rathril Uphuf.

Common Myths and Legends

Most Vatamen venerate Valahem, the Ever Warrior, the god of Battle, as their patron saint. It is believed that Valahem freed the Vata from the enslavement of the aboleths, and now fights and endless battle out in the Cosmic Battleground in preparation for the end of days.

Interspecies Relations and Assumptions

Vataman have good relations with the Eleyaw, often serving in their employ. They have little respect for pinchlings and randorans, viewing them as mere pests and reminders of the aboleths. They have a great respect for the Urmar, seeing them as mighty warriors, and a vicious hatred of the Selia.

Vataman Racial Table - Hit Dice: D8; Class Skills: Climb, Craft, Profession, Survival, Swim; Skill Ranks Per Level: 2 + Intelligence modifier per level; Weapon Proficiency: Marital plus Hooked Axe; Armor Proficiency: Medium
Level BAB Fort Reflex Will Abilities
1st +0 +2 +0 +0 Amphibious, Slayer of the Deep, Stubborn, Tundra Survivor, Water Dependent
2nd +1 +3 +0 +0 Diehard, Wave Training
3rd +2 +3 +1 +1 Cold Resistance 5, Deepsight
4th +3 +4 +1 +1 Master Swimmer, +1 Constitution, +1 Charisma
5th +3 +4 +1 +1 Water Absorbent
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
20 years +1d6 years (21 - 26) +2d6 years (22 - 32) +3d6 years (23 - 38)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists.     2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.     3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in. (5 ft. - 6 ft. 6 in.) 120 lbs. +(2d10x5 lbs.) (130 - 220 lbs.)
Female 4 ft. 5 in. +2d10 in. (4 ft. 7 in. - 6 ft. 1 in.) 80 lbs. +(2d10x5 lbs.) (95 - 185 lbs.)
 
Vataman Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
35 years 54 years 70 years 70 + 2d20 years (72 - 110 years)
 
Random Vataman Homelands
% Rolled Homeland Trait Gained
01-20 Coastline or Island Sea Souled
21-40 Tundra Sharp Eyes
41-60 City-Ship Natural Born Sailor
61-80 River Town or Wetlands River Rat
80-90 Underwater City Deep Sea Native
91-98 Human Homeland Adopted
99-00 Unusual Homeland (Roll on Unusual Homeland table) (Vala)
 
Random Vataman Families
% Rolled Parental Status
01-50 Both of your parents are alive
51-70 Only Father is alive
71-90 Only Mother is alive
91-00 Both parents are dead
Random Vataman Siblings
% Rolled # of Siblings
01-40 1d2 Siblings
41-70 1d2 Siblings plus 1d2 half-siblings
71-90 2d4 Siblings
91-00 No Siblings
Genetic Ancestor(s)
Lifespan
72 - 110 years
Average Height
4 ft. 7 in. - 6 ft. 6 in.
Average Weight
95 - 120 lbs.
Average Physique
Vatamen are known for being tough, as they need a hardy composition to survive in the frigid depths and coasts.
Body Tint, Colouring and Marking
Many vata show like to show off by getting intricate and ornate runic tattoos, often extoling legends of themselves of their families.
Geographic Distribution
Related Ethnicities

Vataman

Type Humanoid (Aquatic, Human)
Ability Score Modifier +2 Constitution, +2 Charisma, -2 Wisdom. Vatamen are strong and fierce, but are reckless.
Size medium
Speed Vatamen have a base speed of 30 feet and a Swim speed of 20 feet.
Language A vataman begins play speaking Common (Vlatya) and Aquan. Vatamen with a high Intelligence score can choose from any language they like, excluding secret languages.

  • Materil: Vatamen are intrinsically tied to the Water Materil, and must become Watershifters.
  • Amphibious: A Vataman can breathe both air and water.
  • Slayer of the Deep: Vatamen gain a +1 racial bonus on attack and damage rolls. against creatures with the aquatic subtype. This bonus increases by +1 for every four hit dice the Vataman possess beyond the 1st.
  • Stubborn: Vatamen gain a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, whenever a Vataman fails such a save, it receives another save one round later to prematurely end the effect. This bonus increases by 1 for every four hit dice the Vataman possesses beyond the 1st.
  • Tundra Survivor: Vatamen gain a +4 racial bonus on Constitution rolls and Fortitude saves to avoid fatigue, exhaustion, and other ill effects of cold weather. This bonus increases by 1 for every two hit dice the Vataman possesses beyond the 1st.
  • Water Dependent: A vatamans body requires constant submerging in water. A vataman who spends more than a full day without submerging themselves in water risks internal organ failure, painful cracking of the skin, and death within 4d6 hours.
  • Diehard: At 2nd racial level, a vataman gains Diehard as a bonus feat.
  • Wave Training: Starting at 2nd racial level, a vataman never takes penalties for fighting underwater.
  • Deep Resistance: At 3rd racial level, a vataman gains Cold Resistance 5.
  • Deepsight: At 3rd racial level, a vataman gains darkvision of 60 feet. This darkvision increases to 120 feet when underwater.
  • Master Swimmer: At 4th racial level, a vatamans swim speed doubles. The vataman also doubles their +8 racial bonus to a +16.
  • Water Absorbent (Ex): Starting at 5th racial level, a vataman can go a number of days equal to twice its Constitution modifier before suffering from its water dependent ability. The vataman gains spell resistance equal to 6 + its hit dice against spells that utilize water. The vataman can spend 8 hours soaking in water to gain a +1 circumstance bonus on all D20 rolls for the following 16 hours.

Alternate Racial Traits
  • Deepman: Some vataman dwell fully under the ocean and rarely venture to the worlds above. Deepman gain darkvision of 60 feet and cold resistances 5, but cannot breathe above the water. This cold resistance increases to 10 at 3rd racial level. This trait replaces the Amphibious trait and alters the Deep Resistance trait gained at 3rd racial level.
  • Half-Merfolk: A Vataman born from a merfolk has a Swim speed of 30 feet and a regular movement speed of 20 feet. This trait alters the Vatamans speed.
  • Human Heritage: Some vatamen are more diverse like their human ancestors. These vatamen gain a +2 to any one ability score. This trait alters the Vatamens starting ability scores.
  • Riverman: Vatamen who live far from the ocean have adapted to remain out of water for longer, mostly by living near small rivers. Rivermen have a thin coating of natural oils that keeps their skin from cracking, but this oil is slightly flammable, causing the riverman to gain vulnerability to fire. This trait replaces the water dependent trait.


Comments

Please Login in order to comment!