Isetsu

Isetsu are a hardy and enigmatic species of crabfolk that dwell primarily in the coastal reefs and deep trenches of The Sapphire Sea and Azure Ocean. With chitinous shells ranging in hues from sapphire-blue to stormy gray and blood-red, Isetsu possess a formidable appearance — their limbs ending in strong pincers, their faces marked by rigid mandibles, and their backs protected by ridged carapaces adorned with barnacle-like growths or coral patterns that signify age and status.

Culturally, the Isetsu are a people of deep tradition and silence, preferring measured words and meaningful rituals over excess and frivolity. They believe in the sanctity of cycles — of tides, life, and time — and often use tidal patterns to guide their calendars, ceremonies, and even war strategies. Great decisions are made during high tide, births are celebrated at low tide, and the passing of a soul is mourned only when the moon is full.

Isetsu settlements are often constructed among coral reefs, cliffside crevasses, or underwater ruins, their homes shaped from stone, coral, and polished shell. These aquatic bastions are self-sustaining and fortified, warding off abyssal threats and sea leviathans. Some of their cities are mobile, built atop the backs of ancient sea turtles or submerged constructs known as driftforts that move slowly across the ocean floor.

The Isetsu have a deep respect for ancestral spirits, often invoking their blessings through shell-etched runes and songs performed with clacking claws and conch-horns. Their shamans, called Tidecallers, are said to commune with the ocean itself, drawing power from deep currents and the echoes of sunken worlds. While Isetsu are not overtly hostile, they are wary of outsiders and slow to trust, viewing rapid change as dangerous and disrespectful to the rhythm of the sea.

However, when their territory is threatened, or an oath broken, Isetsu warriors become a tide of vengeance. Clad in coral armor and wielding weapons crafted from volcanic glass, shark bone, and pearlsteel, they fight with calculated brutality. Many captains fear earning the ire of an Isetsu flotilla, for when the crabfolk march, they do so with the weight of the ocean behind them.

Some Isetsu have begun trading or journeying beyond their reef-cities, particularly since The Fracture War disrupted many of their sacred underwater pathways. These wanderers often serve as enforcers, artisans, or deep-sea guides, ever carrying fragments of their homeland in the form of carved shells, salt rituals, and songs of the endless tide.

Geographic Distribution

RGttYR

Isetsu

HUMANOID

Isetsu Traits

Size: Medium (~7ft)

Speed: 30ft

As a Isetsu, you have these special traits.

Brittle Shell.

Your carapace has a brittle, but tough, outer layer that regenerates over time. When you finish a short or long rest, you gain a +2 bonus to AC if you don’t already have this bonus. This bonus ends after you are hit by an attack roll.

Crustacean Physiology.

Your antennae aid you in keeping watch, and your natural bulk and size serve you well in contests of strength. You gain proficiency in the Athletics and Perception skills.

Claws.

You have claws that you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Starting at 5th level, when you hit a creature with an unarmed strike on your turn, you can immediately use a bonus action to attempt to grapple it.

Darkvision.

Accustomed to the deep blackness of the ocean floor, you have superior vision in dark and dim conditions. 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 colour in darkness, only shades of grey.

Fortune Favoured.

Be it sheer dumb luck, the result of intense training, or the fruition of a divine blessing, you have an uncanny ability to find fortune in combat. If you miss an attack roll, or fail an ability check or saving throw, you can reroll the attack roll, check, or save. You can use this trait a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.

Natural Armour.

Your shell acts as a natural source of protection. When you aren’t wearing armour, your base AC is 12 + your Constitution modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armour.

Waterborne.

You can breathe in both air and water. Additionally, being underwater doesn’t impose disadvantage on your weapon attack rolls