Genasi, Water

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Note: This race may only be selected by spending a Greater Award!
( Normal Award for Human base race)

Water genasi are patient and independent, used to solving problems on their own and not afraid to take a lot of time doing so. At times they are fierce and destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Because their elemental forebear usually has no interest in them, water genasi are often abandoned by their Human parents and raised instead by aquatic creatures such aquatic elves, dolphins, locathah, merfolk, sahuagin, or even aboleths. Water genasi usually leave their parents (real or adoptive) upon reaching maturity, taking to the open sea in order to explore, learn, and develop their own personality and place in the world.

Most water genasi are descended from a water elemental outsider such as a marid (water genie) or triton. A rare few are born of outsider servants of the evil water goddess Umberlee (although it is not known why these matings eventually produce water genasi instead of tieflings). Aquatic elves tell of a lost life of sea-elf planetouched descended from minions of Deep Sashelas, but these are not true water genasi, lacking a genasi's Human heritage.


Appearances

Water genasi feel that they are unique and superior to the Humans who bore them. They have little or no interest in others of their kind - since they can wander both the lands and the seas, they feel there is room enough in the world that water genasi need not crowd each other or even meet. Only in large communities of aquatic elves are two or more water genasi likely to spend much time together.

Water genasi look human except for one distinguishing feature related to their elemental ancestor. Some examples of these features are:

  • Lightly scaled skin.
  • Clammy flesh.
  • Blue-green skin or hair.
  • Large blue-black eyes.
  • Webbed hands and feet.

Mind that some (unmentioned) traits could be not or otherwise supported in the models and are therefore in principal not allowed (like glowing eyes).

However, as per the Arelith remarks upon creating a subrace: Due to racial dilution, on Arelith, the skin tones noted are VERY faint. Characters who choose deep colors for these races that are outside of the offered features will be asked to remake, or deleted. Certain obvious racial characteristics WILL prohibit or limit greatly interaction with certain groups or individuals. Common sense dictates that any creatures of monstrous appearance will be treated as monsters, and players who choose these characteristics will interact accordingly, or be asked to remake, adjusted, or deleted at the DM's discretion.

What this comes down to: when considering the overall appearance of the character, is it 'slightly creepy' (on a par with a creepy mundane) or is it 'monstrous and scary' on a par with an ogre walking down the street? The latter is where the line has been crossed (and yes, good-aligned monstrousities can still be scary). If you are in doubt, try contacting a DM to clarify whether your idea is viable or not, or accept the consequences it may have if you decide to take the gamble (like, as mentioned above, adjustment/removal of character).

History

Nearly every water genasi can be traced back to a unique crossbreed between a water outsider and a Human. Water genasi have no common history, although most of them are born in or near the Sea of the Fallen Stars. No known record exists of water genasi trying to build a community of their own kind, although from time to time an aquatic hero shows up in the history books, usually associated with rescuing drowning sailors or thwarting sahuagin attacks. Water genasi villians also appear in these tales, from pirates who love to drown their enemies to blue-haired leaders or merrow raiding parties.

Because of their varied origins, water genasi may be of any Human stock.

Outlook

Water genasi take pride in their special abilities and can be boastful if in the right mood. Tougher than Humans and able to breathe water, these genasi sometimes view Human sailors and naval merchants as vulnerable fools who are as likely to drown at sea as they are to get seasick. The people of the Sea of Fallen Stars are familiar enough with the stories of water genasi to recognize them and ignore their rude behavior.

Water genasi have the best of both worlds. They can walk on land for an indefinite time (unlike aquatic elves, whom they secretly pity) and can always retreat to the tranquil depths of the ocean. Often loners, they sometimes estabilish a home in a remote underwater cave, going for years without encoutering another intelligent being. They feel a kinship to other aquatic creatures, particularly tritons and water elementals, who can easily outswim the genasi.

Water genasi tend to be neutral and therefore avoid extremes in politics, opinion, or career. Some find a quiet spot to call home, and others enjoy riding the currents for months, allowing the water to take them places hundreds of miles away.

Society

Water genasi have no society of their own, but often subconsciously adopt traits of the people who raised them, so a water genasi raised by aquatic elves is likely to believe in personal freedoms and good behavior, while one raised by a sahuagin will be bloodthirsty and militaristic. Water genasi from different cultures can be radically different as a quiet spring and a raging waterfall.

Water genasi do not prefer the company of other water genasi. If anything, it makes them feel less special and unique in the context of the other beings they live near. Accordingly, they rarely live in the same communities and none have been known to marry. This keeps the population of repeat-generation water genasi low, with new genasi coming from new bloodlines or from lines that skipped a generation.

Their self-contained nature makes water genasi unlikely leaders. A water genasi is more likely to guard or support a person he respects and admires than to be a person who attracts or welcomes subordinates.

Creating new character on Arelith

Prerequisite

Abilities

Abilities adjustments will depend on base race.

From base race:

  • Con +2, Cha -2
  • Bonus Feats:
  • ECL +1
  • 25% cold immunity
  • 5/- cold resistance
  • Starts knowing the Water Elemental stream
  • Does not need to drink, but still needs to rest and eat

Appearance

Water genasi look human except for one distinguishing feature related to their unusual ancestor. For some examples of these features see the appearance description above.

Aging

Age (Human Planetouched) Bonus
Adulthood 18 Years +3d20
Middle Age 45 Years
Old 68 Years
Venerable 90 Years


Playable Races on Arelith   
Human Human - Deep Imaskari - Firbolg - Half-Giant, Cloud- Half-Giant, Fire - Half-Giant, Frost - Half-Giant, Stone - Half-Giant, Storm, Shadovar
Dwarf Shield Dwarf - Gold Dwarf - Duergar - Wild Dwarf
Elf Moon Elf - Aquatic Elf - Avariel - Fey'ri - Sun Elf - Wild Elf - Wood Elf
Gnome Rock Gnome - Svirfneblin - Forest Gnome
Halfling Lightfoot Halfling - Ghostwise Halfling - Strongheart Halfling - Fey
Half-Elf Half-Elf - Gloaming - Green Hag - Kenku
Half-Orc Half-Orc
Monstrous Drow - Goblin - Kobold - Gnoll - Orog - Hobgoblin - Ogre - Minotaur - Imp - Troglodyte - Yuan-ti Pureblood - Derro - Rakshasa - Vampire