Shelk Species in Tarana | World Anvil
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Shelk

The shelk, otherwise known as crab-centaurs, are a race that travels the open oceans of the world. They live on artificial islands constructed from driftwood, ocean debris, and anything else they can scavenge. Shelk have six sturdy crab-like legs, and four arms; two ending in fingered hands and two ending in pincers, one pincer larger than the other. Their upper bodies resemble stout humans from the waist up. Shelk occasionally make settlements along coastlines, but prefer to stay on the ocean to avoid persecution by land dwelling races who mistake them for monstrosities.  

Artificial Islands

  Shelk construct huge artificial islands from driftwood and other ocean debris, and lash it all together with discarded rope and seaweed. These islands usually range anywhere from 100 to 800 feet in diameter, and can house anywhere from 15 to 150 shelk.   Despite its ramshackle appearance, a shelk artificial island is an intricately designed vessel of ocean travel. Shelk are inherently skilled navigators and sailors, capable of sailing their islands across the oceans whilst also avoiding dangerous storms and obstacles.  

Society and Order

  Due to the dangers that living on the ocean presents, a shelk island's government is run a lot like a sailing vessel. Law and order in shelk society isn't a choice, but a survival necessity. A single shelk rules as captain of the island, and everyone underneath them must follow the rules set to ensure the survival of those aboard. The mistake of one shelk could result in the island floating into the path of a violent storm, or running aground on a reef or sandbar.  

Sailors, Navigators, Fishers

  The most common occupations in shelk societies are sailors, who are in charge of steering and commandeering their islands, navigators, who guide the island in the correct direction, avoiding obstacles and hazards, and fishers, who are in charge of supplying the island with food.   Shelk aren't inherently good swimmers, but they can hold their breath for hours at a time. A shelk fisher will often harness themselves to the edge of their island and dive deep into the water. The fisher will scour the ocean floor for sealife, and pull themselves back aboard once they have completed their task.   On rare occasions, a shelk will be born with an exceptionally strong connection to the ocean, which will manifest itself into druidic or sorcerous magic. Shelk born with this connection are invaluable members of their community, and often find themselves thrust into positions of leadership.  

Off the Island

  Storms are the most common cause of shelk adventurers, the powerful wind and waves are capable of tearing an artificial island to pieces. A shelk may find themselves washed ashore on a distant land without any hope of finding their lost comrades. Shelk are highly social creatures, and they function poorly without company. A shelk who becomes separated may attempt to fit into a human society, serving as a ship captain, navigator, or fisher. A particularly adventurous shelk may find themselves in an adventuring party, and will serve the group to the best of their ability.  

Scroll of Strange Races Volume II

Shelk

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age: Life on the high seas can be dangerous, which results in the shelk having a shorter expected life. Shelk reach maturity in 10 years and usually live no longer than 60 years. A shelk that lives a life of peace and safety can live for up to 140 years.
alignment: Shelk societies adhere to strict laws and regulations to ensure their survival. They tend towards lawful alignments.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:
Darkvision. Your eyes have adapted to hunting along the dark ocean floor. 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 color in darkness, only shades of blue.   Chitinous Armor. Your lower body is covered in a chitinous carapace. When you aren't wearing armor, your AC is 11 + your Constitution modifier. You can use your chitinous armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your chitinous armor.   Hunter. You have proficiency with the spear, net, and harpoon (see the sidebar).   Steady Base. You have six strong legs to help you hold steady during storms on the open ocean. You have advantage on Strength saving throws made to avoid being knocked prone or moved against your will.   Deep Diver. You can hold your breath for a number of hours equal to your Constitution modifier (minimum of 1).   Pincer. Your large pincer is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier.   Ocean Traveler. You gain proficiency with your choice of either navigator's tools, or vehicles (water).

Basic Information

Biological Traits

Shelk have a heavy chitinous carapace covering their six-legged lower body, and a stout humanoid torso.

Civilization and Culture

Naming Traditions

Most shelk are given names that have two or three syllables and have heavy use and emphasis of vowels. Naming conventions don't differ between sexes, and shelk have no surnames or clan names, only going by their first name.   Shelk Names: Abata, Butuga, Fupapo, Mologo, Retuki, Tikuma, Ugapo
Average Height
Shelk usually stand between 5 and 6 feet tall
Average Weight
Shelk weigh on average between 320 and 360 pounds.

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