The Alunir (also known as the Waveborn) are an aquatic race that prefers to live in warm coastal waters, with the largest settlement in the Realm existing off the coast of Kaygan. They have never been a populous people, and they tend to be reclusive and xenophobic, choosing to interact with the surface races only when absolutely necessary. Despite their stand offish nature, they are a genuinely good natured people, and often help sailors lost at sea find a way home. Their culture is rich, with customs, rites, and practices that are several millenniums old. Alunir who travel the surface lands tend to stay close to bodies of water, as they suffer greatly when deprived of water. Some Alunir are fascinated by the surface world, and these are the ones that most commonly become adventurers.
The Alunir are adapted to their environment. Both males and females have lean, muscular physiques and are on average about 5 ½ feet tall and 150 lbs, with females being slightly shorter and lighter. Their skin is usually pale blue, with pale green or aquamarine also being common. Their hair is most often black, blue, or green, with pale blond appearing from time to time. Their eyes are completely black, adapted to their aquatic home, and they have recessed ears. Their most notable physical traits are their hands and feet, which are wider than humans and webbed, but retain their dexterity, and their gills, located along their collar bone and ribcage. Both sets of gills are discrete and are often overlooked by casual observers. The Riptide Clan tend to have darker shades of typical Alunir coloration, while Alunir of the Pale Water Clan are frequently taller and stockier, with striking coloration of white, black, and dark grey.
Alunir have very little by way of fashion, and most wear simple garments fashioned from shell and kelp (when they decide to wear anything at all). Most Alunir find the modesty of some land dwellers deeply amusing.
The Alunir are diurnal, but can adjust their sleeping patterns as needed. Their diets are primarily omnivorous, with a preference for meats. The Alunir sense of taste is relatively weak, and this has given them an appreciation for strong flavors. They also have trouble detecting “sweet” flavors, and most only gain an appreciation for sweets and fruits after interacting with surface cultures.
Alunir reproduce sexually, with females having a roughly 3 month estrus cycle. Alunir give live birth, and Alunir fetuses have a 6 month gestation period. Alunir newborns develop quickly, becoming capable of swimming almost immediately and capable of walking on land within the first year. From there the maturation cycle is similar to humans, reaching adulthood in approximately 15 years.
Alignment & Religion
The Alunir are by and large chaotic, with most being Chaotic Good or Neutral. The rest drift into varying degrees of even tempered Neutrality. The Alunir of the Pale Water Clan has a tendency to lawfulness. Evil Alunir are rare, but not unheard of. Most Alunir worship a primal Ocean deity known as Ataralu.
Most Waveborn have a great love of their aquatic homes, as such most choose occupations that let them explore and interact with the environment. As such they are most drawn to classes in tune with nature. Martially inclined Alunir (particularly those of the Pale Water and Riptide Clan) become Barbarians and Rangers. There is also a degree of mystic talent present in their blood, so the paths of magic are more common than they would be in surface dweller communities of similar size. Those with a gift for magic become druids, bards or sorcerers.
Alunir make use of the following exotic weapons, and are treated as Martial Weapons for Alunir with the Weapon Familiarity ability.
Harpoon, Rope Gauntlet, Siangham, Snag Net
Alignment: Chaotic Good
En’Alu Alunir are usually shy around strangers, but become friendly and outgoing around those they trust. They a passionate people, and tend to throw themselves into any endeavor with all their heart. It is rare to encounter an Alunir from the En’Alu Clan who is a dabbler or dilettante.
The En’Alu have very little to do with the surface world, but have their own sub-aquatic conflicts. Most notable is their ongoing war with the marauding Sahaugin and occasional clashes with the infamous Riptide Clan. Individual En’Alu may make their own decisions about life outside the waves, but those who do are often considered deeply eccentric by their peers.
Pale Water Clan
Alignment: Lawful Neutral
Alunir of the Pale Water Clan reside in cold waters of the Northern Reach. The Pale Water pride themselves on their endurance and tenacity, often swimming farther and deeper into treacherous waters than even other water dwelling creatures dare. They are considered headstrong and stubborn, but are also renowned for being intensely honorable and loyal.
The Pale Water Clan treat honorably with the sea faring cultures of the coastline. However, their wrath when angered is renowned and repay hostility and aggression in kind.
Alignment: Chaotic Neutral
Alunir of the Riptide Clan are nomadic raiders. They have a reputation for being aggressive, competitive, and frequently violent. Despite their ferocity, they view life and death conflict as a game, and rarely harbor long term animosity once the battle is over.
The Riptide Clan are a culture of warriors, raiders, and pirates. They are native to the waters of the Arndori Sea, and frequently clash with the sea-going cultures of that region. When met under peaceful terms, they are outgoing and even gregarious.
+ 2 Dexterity, + 2 Wisdom, -2 Intelligence; Alunir are graceful and have sharp senses, but don’t put much stock in formal education.
Medium Size Humanoid (Alunir, Aquatic)
Speed: Alunir base land speed is 30ft. Alunir base swim speed is 40ft.
Darkvision: Alunir can see in the dark up to 60 feet.
Amphibious: While uncomfortable after an extended period of time, Alunir are capable of breathing air and functioning on land.
Light Sleeper: Alunir do not require as much rest, and are considered fully rested on 4 hours of sleep. Alunir spells casters must still meditate at least 8 hours to regain spells.
Sharp Senses: Alunir receive a + 2 racial bonus to Perception checks.
Water Dependent: Alunir weaken gradually while away from water. Alunir take 1d4 points of Constitution damage each day they go without spending at least 1 hour a day completely submerged in salt or fresh water. Drinking at least 3 gallons of water a day also satisfies this requirement.
Weapon Familiarity: Alunir are proficient with tridents, nets, spears, sea knife, and any alunir racial weapon.
Aging Effects: Adult 15 Middle Age 35 Old 53 Venerable 70 Maximum 70+2d20
Languages: Alunir begin play speaking Aluam and one other Common language from their native Region. Alunir with high intelligence scores can choose from the following; Aquan, Draconic, Zurlog or other common language from their native Region.
Native Regions: Any
Alternative Racial Traits
•Deepsight: The eyes of some alunir are especially adapted to the lightless depths of the oceans, but not to air-filled environments. An alunir with this racial trait has darkvision 120 feet when underwater, but otherwise has no darkvision at all. This racial trait replaces darkvision.
•Cold Resistance: Some Alunir have developed a physiology that is resistant to the effects of frigid temperatures. The Alunir gains Energy Resistance 5 (Cold). This racial trait replaces sharp senses.
•Poison Quills: Alunir with this trait have forearms and calves lined with sharp quills that secrete a paralytic toxin. Alunir with this trait often have vibrant coloration and striping. The quills are a secondary natural attack that deals d2 damage. Creatures damage by the quills are exposed the following poison;
Injury; save Fort (DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier); frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
This racial trait replaces weapon familiarity.
•Seasinger: Some Alunirs’ affinity for the ocean grants them greater powers. Alunir with this racial trait are treated as one level higher when casting spells with the cold or water descriptor or using granted powers of the Water domain, the bloodline powers of the water elemental bloodline, and revelations of the oracle’s water mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces sharp senses.
•Shark Skin: Alunir with this trait have skin that is tough and abrasive. Alunir with this trait often have skin in pale shades of white, grey and blue. The Alunir gains a +1 natural armor bonus. In addition, creatures grappling the Alunir take 1 point of slashing damage per round of grapple. This racial trait replaces weapon familiarity.
•Water Sense: Alunir with this trait can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water. Alunir with this trait also have low-light vision. This racial trait replaces darkvision.