Kljunari Species in The Secret World of Greenwold | World Anvil
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Kljunari (Kyul-joon-are-ee)

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Kljunari

ability score increase: Your Constitution score increases by 2 and your Wisdom by 1.
age: Kljunari live to be about 160years old, but are considered to be children until they are 20.
alignment: Most Kljunari are considered Neutral due to their reclusive upbringing, but develop further into their true alignments as they are exposed to the world
Size: Small
speed: Your base walking speed is 25 feet. Your swim speed is 35 feet.
Languages: Common and Kljunarie
race features:
  • Natural Born Toughness. When you create your character and level up, add 1 Hit Point per level
  • Electrolocation. When submerged in water or similar liquid, you can sense any other creature's subtle electrical field thanks to the receptors on your bill You have blindsense out to 60feet
  • Venomous Quills. You can use your action to attempt to disorientate an opponent in your reach. Make a melee attack roll using your Strength or Dexterity modifier+ proficiency bonus. On hit, the creature takes ld8poison damage and can not take reactions until the start of its next turn.
  • Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Kljunari (Kyul-joon-are-ee) typically stand between 3 to 4feet tall They have slightly stubby limbs compared to the rest of their body, which results in a slower walking pace than some of the more proportionally balanced races in the world Males in the species tend to be larger than their female counterparts by a few inches, but otherwise share the same physical traits and weigh between 50 and 90 pounds. Their waterproof, dense fur is often earthen tones of brown, red, green, or grey. The leathery, duck bill-like snout on their face is either a darker variation of their furcolor or a deep black/gray.Each hand and foot has webbing between each digit, which aid the Kljunari in swimming, and each wrist has a sharp spur protruding from their fur. The spur secretes a venom that they can use to temporarily incapacitate their enemies, allowing them a swift retreat from danger. The Kljunari also have a wide, flat tail that is used to store fat reserves as well as keeping them warm by trapping a layer of insulating air. The tail is flexible enough to tuck into most trousers, however some members of the species design their clothing to allow their tail to hang out. When it comes to clothing and outfits, most Kljunari prefer to wear simplistic outfits that accommodate their lifestyles. A commoner would wear outfits consisting over pants or overalls and a shirt of some kind, while adventuring Kljunari are more comfortable wearing armor that allows them the ability to perform well on land and in water

Basic Information

Genetics and Reproduction

A Kljunari is an egg laying species. A majority of them live polyamorous lifestyles, resulting in a common clan to have one father figure with multiple mothering Kljunari. The females lay their eggs, about one to three per litter, after getting two-thirds the way through their pregnancy terms and then they exclusively care for them until they hatch.

Ecology and Habitats

Kljunari communities are most commonly found near sources of fresh water on the Material Plane. What may appear as a small hut or shack near a river could be merely the entrance to a web of catacombs running alongside the shore. Underneath the ground, their homes are much more spacious and can span over 20 times the square footage of the exterior dwelling. The burrow style homes have long, cavernous halls that lead into the home primarily living spaces and individual rooms for its residents. A more cautious Kljunari will build some of these tunnels toward their neighboring water source, allowing for a swift flooding of the home if necessary to thwart invaders and giving themselves a chance for their family to quickly escape.

Additional Information

Social Structure

A community of Kljunari is comprised of multiple maternal figures, often with the same male figure acting as the father to their children. Their clan sizes are small, with only about 2 to 4of these mothers and their children. While they are close knit community with themselves, they are often not sought out by others due to their small village sizes, and most do not know about the Kljunari or their greater subterranean homesteads. While the male is away, the mother figures will band together and help the clan thrive as a whole. This can sometimes mean one mother temporarily fostering another's litter while they travel for supplies or other errands. It is not uncommon for this to occur up to several months, with the fostering mother inviting the other's children to stay in her burrow while they await their return.

Geographic Origin and Distribution

The Kljunari favored home is the Blazing Isles due to the warm climate and plentiful sea life to eat, But are now starting to wander Greenwold in search of new things and new homes.

Perception and Sensory Capabilities

When hunting, a Kljunari will submerge itself in the water, armed with a fishing spear or gig.The Kljunari can sense movement under water even when they can not see their prey thanks to the electroreceptors that line the skin of their bills. Once detected, they use their natural aquatic agility to close the distance and then strike.

Civilization and Culture

Naming Traditions

Kljunari names are decided by their mother at the time of their birth. When formally introducing themselves to any other they will typically add their paternal link in their name to indicate their clan affiliation, such as "Danin, Son of Tragan" or ''Athee, Daughter of Sihoh".   The paternal figure they choose for the suffix is typically the parent they wish to be affiliated with more to the public, often as a notion of respect or endearment. A Kljunari who does not do so is subtly indicating that they do not wish to be associated with either.
  • Male Names: Danin, Arkin, Sicis, Nocis, Parnan, Vigis, Edwan, Ritis, Poran
  • Female Names: Felee, Arnah, Yogoh, Grunee, Emah, Hokoh, Vetah, Visoh, Marnee

Gender Ideals

the male Kljunari rarely plays a parental role in the upbringing of the children outside of providing the base material necessities to their partners. The mothers of the clan raise their children primarily on their own, but may seek assistance from the other mothers when necessary. This bond strengthens as the children grow older amongst their siblings and half-siblings until they reach maturity around 20 years of age. At that age, the children will often seek companionship outside of their clan and form new clans/families

History

Because Kljunari area rare sight, an adventuring one typically has to address what they are upon first encounters. They had been mostly considered a rumor, joke, or fantastical beast in conversation, and as such they haven ever quite been described accurately. Some beliefs are that they were taller and more chimera-like in nature. Sporting wings, breathing fire, and other random attributes are often attributed to them in stories. A stubborn or proud Kljunari could be adventuring to disprove these rumors while a cunning one might travel and exploit these superstitions. Kljunari will also adventure as a profession to assist their clan financially. A parent might do this to secure assets and resources to send back while they are away, or to try to provide a safer environment for their children to grow up in. Otherwise, a Kljunari usually becomes an adventurer due to a level of dissatisfaction with their home life. They might feel smothered by their surroundings and wander lust begins to set in, or they'll experience a desire to encounter more in the world around them.
"Curious little creatures. I always thought they were myths, like sprites or well-mannered benefactors, until we saw them. Their trust was hard to gain, perhaps due to the crash landing we made in the rivers by their homes. However, after exchanging some pleasantries and some supplies, they were more than happy to have us over for a meal.  Not sure if i'll ever be a fan of worm fried rice, but i would visit again if it allowed me to see Basteux struggle to eat another plate 10/10." -Cinder Bombarde, Adventure on The Fortunate Bard   
Origin/Ancestry
Fey
Lifespan
160 years
Average Height
3 to 4 feet
Average Weight
50 to 90 pounds
Body Tint, Colouring and Marking
Their waterproof, dense fur is often earthen tones of brown, red, green, or grey.

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