Djenati Species in Chronicles of Solia | World Anvil
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Djenati (JENN-ah-tee)

The Djenati (also called Djenn and Djenanti) are a humanoid race that originated in the woodlands of Venidon prior to its destruction. The origin of the Djenati is shrouded in mystery, leading them to be viewed with suspicion.

Basic Information

Genetics and Reproduction

Djenati have two distinct genders: male and female, and reproduce sexually, similar to other humanoid species. Djenati females typically gestate for thirteen months, producing one offspring per gestation. Roughly one percent of all births result in multiple children.

Growth Rate & Stages

Djenati reach physical maturity at around the age of forty, though various ethnicities define maturity beyond physical maturation standards.

Dietary Needs and Habits

As a species, Djenati are omnivorous. Djenati prefer cooked meats and processed foods, but are capable of surviving on raw, unprocessed foods.

Additional Information

Geographic Origin and Distribution

Djenati are spread throughout the breadth of Omath, settling in a variety of climates and terrains. The only exception to this is their historic homeland of Venidon. Due to the devastation it suffered during Kethenica's Gambit, and the disconnect of magic in that region, Djenati avoid it at all costs.

Average Intelligence

Djenati are naturally intelligent and creative, with an unnatural charm. Regardless of their upbringing, Djenati have a predisposition toward the arcane, with a natural ability to duplicate the ghost sound cantrip. Certain ethnicities developed abilities duplicating prestidigitation and mage hand, while others are capable of sending whispers akin to the message spell.

Perception and Sensory Capabilities

Djenati are capable of seeing in dim light conditions and have fine hearing.

Civilization and Culture

Culture and Cultural Heritage

Although Djenatis are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. What may seem a malicious act to a non-Djenati is more likely an effort to introduce new acquaintances to new experiences, however unpleasant the experiences may be. Djenatis are prone to powerful fits of emotion and find themselves most at peace within the natural world. They are usually neutral good and prefer to worship deities who value individuality and nature.   Djenati are, by and large, an intelligent and curious people with a strong affinity for magic. Djenati display exceptional ingenuity and creativity, responsble for a great many of the technological and magical advances of the modern age.

Common Customs, Traditions and Rituals

Djenatis’ propensity for wanderlust, deep curiosity, and desire to master odd or esoteric skills and languages make them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many Djenatis see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them. Other Djenati desire to find some lost lore or material that has ties to their chosen vocation and believe only dragon hoards and ancient ruins can contain the lore they need, which can result in Djenati who think of themselves as bakers or weavers being just as accomplished adventurers as those who declare themselves to be mages or scouts.   Djenati are physically weak compared to many races, and see this as a simple fact of life to be planned for accordingly. Most adventuring Djenati make up for their weakness with a proclivity for sorcery or bardic music, while others turn to alchemy or exotic weapons to grant them an edge in conflicts.

Interspecies Relations and Assumptions

Unlike most races, Djenatis do not generally organize themselves within classic societal structures. Djenati cities are unusual and Djenati kingdoms almost unknown. Further, Djenatis have no particular tendency to gather in specific neighborhoods even when a large number of them live among other races. While specific laws meant to contain the potential impact of Djenatis on a society may require a “Djenn quarter,” and societal pressure sometimes causes all non-Djenatis to move away from areas with high Djenati populations, left to their own devices, Djenatis tend to spread evenly throughout communities that allow them.   However, even when Djenatis are common within a community as a group, individual Djenatis tend to be always on the move. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. If a Djenati does settle in an area or stay with a group for a longer period, it is almost always the result of some benefit that area gives to a vocation or obsession to which the Djenati had dedicated himself.   Djenatis have difficulty interacting with the other races, on both emotional and physical levels. In many ways the very fact other races see Djenatis as odd is itself the thing Djenatis find most odd about other races, and this leads to a strong lack of common ground upon which understanding and relationships can be built. When two Djenatis encounter one another, they generally assume some mutually beneficial arrangement can be reached, no matter how different their beliefs and traditions may be. Even if this turns out not to be the case, the Djenatis continue to look for commonalities in their dealings with each other. The inability or unwillingness of members of other races to make the same effort when dealing with Djenatis is both frustrating and confusing to most Djenatis. In many ways, it is Djenatis’ strong connection to a wide range of apparently unconnected ideas that makes it difficult for other races to build relationships with them. Djenati humor, for example, is often focused on physical pranks, nonsensical rhyming nicknames, and efforts to convince others of outrageous lies that strain all credibility. Djenatis find such efforts hysterically funny, but their pranks often come across as malicious or senseless to other races, while Djenatis in turn tend to think of the taller races as dull and lumbering giants. Djenatis get along reasonably well with Fiore and Humans, who at least have some traditions of bizarre, Djenati-like humor. Djenatis generally feel Golenti and half-oroka need to lighten up, and attempt to bring levity into their lives with tricks, jokes, and outrageous tales the more dour races simply cannot see the sense of. Djenatis respect Nuaira, but often grow frustrated with the slow pace at which members of the long-lived race make decisions. To Djenatis, action is always better than inaction, and many Djenatis carry several highly involved projects with them at all times to keep themselves entertained during rest periods.   Despite their extremely varied backgrounds and lack of a unifying homeland, Djenatis do possess some common cultural traits. Male Djenatis have a strange fondness for unusual hats and headgear, often wearing the most expensive and ostentatious head-covering they can afford (and that their chosen careers will allow them to wear without causing problems). Females rarely cover their heads, but proudly wear elaborate and eccentric hairstyles that often include intricate jeweled combs and headpieces.

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Lifespan
300
Average Height
3'2" - 3'8" (0.9144 - 1.11111 m)
Average Weight
37-43 lbs (16.7829 - 19.5045 kg)
Average Physique
Djenati are considered weaker than most other races due to their small stature. In addition, Djenati are considered more impulsive than other humanoids.
Body Tint, Colouring and Marking
They typically have a ruddy, reddish coloring to their skin, with distinct ethnic variations readily apparent. Hair colors run a wide spectrum from black to blonde, and eye colors vary in extremes.

Rumors

  • Djenati are descendants of Golenti and Nuaira interbreeding.
  • Djenati are descendants of Nuaira and Fey interbreeding.
  • Djenati are a people out of time, from the future of Solia.
  • The oldest Djenati lived to be 1,327 years old.

Articles under Djenati


Gnome

Type Humanoid (Gnome)
Ability Score Modifier +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Size small
Speed Slow Speed: Gnomes have a base speed of 20 feet.
Language Gnomes begin play speaking Common, Djenati, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Giant, Golenti, Goblin, Nuairan, and Orokan.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training: Gnomes get a +4 dodge bonus to their AC against monsters of the giant type.
Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

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