Julkin Species in Stelair | World Anvil

Julkin

Watchers of the Ages

Julkins are an extremely long-lived species with a strong desire to explore. They travel across the world, collecting knowledge within their tomes. Even though they travel constantly and live for so long, they are a rare site to see. So much so that their appearance in areas usually causes a bit of a stir. Folklore suggests they only come to watch important events unfold. Which has led to awkward, and sometimes hostile, reception of some Julkin to villages and towns.    

Neutral Agents

Julkin tends to stay neutral in their interactions to observe things unfold, viewing themselves more as observers and archivists than actual participants in worldly activities. The extreme secrecy of their homes leads to a further disconnection with the other peoples of the world. This neutrality is a careful balance and serves more than to keep them impartial. The Julkin have an addictive personality and can become so fully committed to a purpose, that they will end up determent to themselves. If they become invested in a different cause or purpose they will die before they fail it. This is partially the reason they are so careful with interactions with other people, and why those who have "fallen" for a cause are shunned by their home enclave.    

Biological Traits

They are hardy large creatures, with tough shells making up their torso. Their limbs are thick and covered in a thick scaly skin that is soft on their palms. Julkin possesses only 4 fingers and their eyes are black glassy orbs. Their mouths are curved fleshy beaks with no teeth and a pair of nose slits. They age strangely compared to most races. Beginning life at around 3ft tall, they slowly gain mass as they age until they grow so large moving becomes a difficult challenge. As they wane into their last century or so of life they adopt sedentary lifestyles. Usually, back at the home they were born into. Imparting the wisdom of their travels, reliving their past experiences within their minds, and helping care for the young ones.   They reproduce normally for reptiles, where the dwellers of their enclave (normally the elders) watch over the eggs until they hatch after 10 years. After hatching Julkin are helpless and blind with soft squishy shells. They need constant care and attention until they reach the age of 18, where they have developed mentally to the age of a young child. Julkin fully mature at age 28, which is usually when they begin their own wander quests.   They are mostly vegetarians, eating leafy greens, seeds, nuts, and berries where they can find them. However, they are not opposed to eating meat. It is not very palatable to them, as well as meat being harder to digest. It is physically impossible for a Julkin to eat strictly meat as they cannot gain all the nutrients they need from it. Aside from a snowy cold, the weather doesn't affect them much. The cold can become physically painful for them if they stay in it too long. This is why most Julkin avoid the northern regions and hibernate through snowy winters. During hibernation, they can remain asleep for decades before needing to reawaken for food.

Civilization and Culture

Naming Traditions

Common: (Mahoe)   Common: A Hawaiian themed name   Common Names are given by the enclave elders who raised the child and are kept throughout their lives. Though some change them if they are banished from their enclaves. Being so devoid of the world, Julkin culture does not hold a strong connection to names like other peoples do. But they acknowledge their usefulness enough to have them.

Example Names (Common)

  Female
  • Kalia
  • Ipolani
  • Puakai
  • Maleia
  • Keiki
Male
  • Hale
  • Kaliko
  • Iokua
  • Kahue
  • Lokelani

Courtship Ideals

In a Julkin enclave, there is a special section reserved for relations. Whenever one goes home they visit with their kind in this room where they will remain for weeks at a time until they are satisfied. However, there are rare cases where a couple will be enraptured with each other and leave the relation chambers together. These couples will never travel together, at least by choice, but will try and time their visits to the enclave so they can meet up again. These pairings eventually become close enough that they will be able to have children together.

Common Customs, Traditions and Rituals

It is customary to leave your children a memento or a piece of written knowledge to be passed on to them when they grow up.
Ability Score Increases: You gain 2 to your Intelligence score.   Size: Medium   Speed: Your base walking speed is 25ft   Hold Breath: You can hold your breath for 1 hr + (Constitution modifier x 10 min).   Natural Armor: You body makes it impossible to wear armor, but your shell gives you a natural 16 AC (Your Dexterity Mod doesn't benefit your AC).   Shell Retreat: Using an Action, you can pull your head and limbs into your shell. While retreating, you are Prone, your speed is 0, your AC has a +4, you have Advantage on Strength & Constitution Saving Throws, and you are Resistant to non-magical piercing, slashing, and bludgeoning damage. The only Action you can take is to come out of your shell.   Mental Replay: After 10 mins of meditation you can go into your memory and replay a scene of your life like you are experiencing it again. Allowing you to investigate, look around, and perceive everything from your point of view again. If you experience harm in the memory you are living you must make a DC 13 + your Lvl Constitution Saving Throw or take a level of Exhaustion.   Default Language Wutu
Origin/Ancestry
???
Lifespan
28 - 850 years
Average Height
5'-10' (Dependent on age)
Average Weight
350-980 lbs (Dependent on age)

Subraces