Ka-Mo Species in The Worlds of Gilnares | World Anvil
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Ka-Mo

Grown and crafted humanoids, created by the Kamaki for varied reasons they are also sold to those who can afford them in the System. Most live on Maki-Ke     The Ke'le ka Syndicate officially considers them protected second class citizens and officially there are strict guidelines and rules around their creation and maintence. In practice, many spawns do what they please and just ensure the paperwork is in order and the Syndicate does not have the resources or the desire to police the Ka-mo.     There are groups of free Ke-mo offworld, either populations that escaped a client or were subject to sudden shifts in law and policy or were created specifically by rogue Kamaki for their own reasons. These populations can usually breed, though often only with Ka-mo of their own design. Un-bound Ka-mo are generally not safe to go to Maki-ke, where they would very likely face impound and destruction. Some Kamaki actively hunt unbound Ka-mo in the system and communities even on safe worlds are often terrified of a Kamaki strike team.

Basic Information

Anatomy

The most common Ka-mo look vaguely like a mix between Drynn and Kamaki with more role specific additions, of these the next most common are of the same mein but with a long fish like tail.    The more specific a Ka-mo's task, the more specific and limiting their design becomes.

Genetics and Reproduction

These creatures cannot usually reproduce and owe their continued existence and creation to the Kamaki.

Growth Rate & Stages

Ka-mo are grown in artificial wombs with a gestation of anywhere from 3 months to 12 years...depending on their role and the care taken with their growth. They generally do not have a strictly juvenile stage, though many would say the period of training after their birth is exactly that.

Ecology and Habitats

Ka-mo are often specifically designed for certain environments and roles and excel when placed there.

Dietary Needs and Habits

Ka-mo are often designed to be omnivores with a preference for herbivorous food, usually being able to digest nearly anything organic.

Biological Cycle

The Ka-mo get old based on their specific design, most do not show signs of aging until the very end and that end will come quickly near the end of the Ka-mo designed shelf life.

Behaviour

In this they are as varied as their forms, they are generally created with an inborn loyalty to Kamaki and a desire to please them. This is somewhat blunted out of water as the preferred method to instigate this response is better suited to water than air.

Additional Information

Social Structure

The average Ka-mo social structure places their creator or their owner at the top, themselves at the bottom. This is different across the board as every Ka and Ke of the Kamaki governs their projects differently but across the board among the Kamaki the Ka-mo are subservient at best.    Their own structure really depends on the role they were designed to fill. Guardians and Soldiers being militaristic while miners or farmers being focused on strength and endurance, etc, etc.

Uses, Products & Exploitation

Ka-mo are considered products by the Kamaki and purchased as such in some parts of the system, though many system governments have policies against the practice due to their ethical concerns surrounding the Ka-mo. They are living, thinking beings who are generally held as tools by their creators at worst, second class citizens at best.

Geographic Origin and Distribution

Ka-mo are found everywhere one can find Kamaki and they are most common on the world Maki-ke.

Civilization and Culture

Naming Traditions

They take on the naming conventions of the Kamaki, though they never have a second name. Their name is always a given first name and the Ka/Ke of their "Birth".

Major Language Groups and Dialects

These creatures always speak their creators language and will be given more to speak if they are to be sold elsewhere.

Interspecies Relations and Assumptions

Ka-mo have complicated relationships with other species, especially those that are Free Ka-mo.    Many system governments have complicated rules surrounding the use of Ka-mo and the Kamaki consider them an integral part of their well being, as long as they are properly contained. Most Kamaki consider Free Ka-mo to be dangerous.    Free Ka-mo are found across the system, either due to eccentric Kamaki labs creating and releasing them or to them breaking their conditioning, or through various other means. Most of them are solitary creatures, finding specific tasks that keep them fed and safe and not thinking of much else while others become relentless freedom fighters, hell bent on freeing their brethren and attempting to break their conditioning.    Free Ka-mo find safe harbor and help everywhere in the system, especially those places far from the Kamaki. They are especially prone to end up among the Erowawho tend to stand against the Kamaki in most things, the practice of creating life in what they consider a dangerous and unethical way, most of all.

Ka-Mo Traits

Ka-Mon are roughly analagous with Simic Hybrids in DnD 5e   Ability Score Increase. Your Constitution score increases by 2, and another ability score of your choice increases by 1.   Age. Ka-Mo Hybrids are created at adulthood as either humans, vedalkens, or elves. Their maximum life expectancy is probably reduced.   Size. Ka-Mo Hybrids are the same size of they race that they were created from. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Darkvision. 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 gray.   Animal Enhancements. Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.  
  • Manta Glide (1st level). You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
  • Nimble Climber (1st level). You have a climb speed equal to your walk speed.
  • Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.
  • Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your Strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
  • Carapace (5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armour.
  • Acid Spit (5th level). As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this up to your Constitution modifier's worth of times per long rest.
You can instead choose the following: You look like one of the other species in the Gilnares system and this is your root form, the one you always revert to. You gain all the physical racial traits of that species but none of the inherent magical or skill based traits. 
  • Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
  • You stay in the new form until you use an action to revert to your true form or until you die.
  • Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.Flawed Genesis. There is some inherent flaw to your design that makes your true form stand out to the discerning eye. This might be webbing where there shouldn't be, an odd fur pattern or strange eyes. These traits do not immediately identify you as a Ka-mo changeling. 
  Languages. You can speak, read, and write Common and your choice of either Elven or Vedalken.
Genetic Ancestor(s)
Geographic Distribution

Ka-mo Off Maki-Ke

   

Ka-mo in the Union of Gilnares


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