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Races

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100% found this document useful (2 votes)
633 views14 pages

Races

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Races

S
eigai is blessed with a number of its own
unique native races. Some creatures formerly
classed as yōkai have assimilated into society
and live as part of the Seiganese with little
tension. This transition occurred over many centuries
as the humans and ryūson gradually grew to accept
the assimilation of these races.
In the present era, the seven races of Seigai are
known as the shichijin: humans, ryūson, masaru,
shapechangers, bunagaya, kappa, and korpokkur. A
visitor of another race will typically be met with
curiosity. Do not mistake the wandering eyes for looks
of judgement.

If you are not sure which race to choose for your


character, you can roll on the table below.
d12 Race

1 Human

2 Bunagaya (akin to Halflings)

3 Half-Oni

4 Kappa (akin to Tortles)

5 Korpokkur (akin to Dwarves)

6 Masaru

7 Ryūson (akin to Dragonborn)

8 Bakeneko (Shapechanger)

9 Kawauso (Shapechanger)

10 Kitsune (Shapechanger)

11 Mujina (Shapechanger)

12 Tanuki (Shapechanger)

R ACE S Art: Kōno Bairei (top background), Daiany Antunes (right) (“Huang-Chin”, commissioned by snikled)

28
Bunagaya (Halfling Subrace) bunagaya are fairly restless until they can find an
elevated position on which to sleep.
In the Shikahan-shotō region, the spirit of Another such peculiarity is the shared enmity
cooperation is a tradition held dear between humans between bunagaya and octopuses. This antagonism
and a race of halflings known as bunagaya, or kijimunā spans back generations and no-one can quite
in the Shīsā tongue. The bunagaya may look like remember why it is that they dislike each other so
children, but while Seiganese individuals of other much.
races will grow old and grey, bunagaya keep their
youthful features and thick orange hair well into their Racial Traits
later years. The bunagaya are coastal folk and gladly Ability Score Increase. Your Wisdom score increases
put this knowledge to good use by helping fisherfolk by 1.
with their trade; with a bunagaya companion, you can Limber. You have a swimming speed of 25 feet and a
always guarantee returning home with a bucketful of climbing speed of 25 feet.
fish. Net Positive. You have proficiency with nets,
Bunagaya reside in the banyan trees of Shikahan- and when making an attack with a net, you have
shotō, creating complex networks of treehouses and advantage on the roll.
hanging walkways. When away from home, most Languages. You can speak Draconic and Shīsā.

Art: Kōno Bairei (top background), Manami Maxted (top-left) (Commissioned for Kunio's Guide to Seigai) R ACE S

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Half-Oni
“A child that does not resemble its parents is the
child of an oni.” This common Seiganese expression
is often used to chastise a child; however, for some
individuals, this phrase takes on an all-too-real
quality. Every so often, a child is born with red, blue,
or green skin, along with two horns on their head and
jet-black hair. This event is often associated with a
curse placed on a family, but the child is rarely seen
as a curse in and of themselves. In fact, the child is
commonly seen as a sign of warding, keeping greater
oni from terrorising their home.
A half-oni will differentiate themself from a
pureblooded oni by wearing a talisman such as a
necklace of holly leaves and dried sardine heads, or
offering gifts of roasted soybeans; these are examples
of things that regular oni cannot abide. Without this
vital visual evidence that a half-oni is not an oni, they
will usually find people avoid them in the street out
of fear.

Racial Traits
Ability Score Increase. Your Charisma score
increases by 2, and your Strength score increases by 1.
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.
Fiend. Your creature type is fiend, rather than
humanoid.
Oni’s Legacy. You can cast the primal savagery
cantrip, using Charisma as your spellcasting ability.

Subraces
In addition to the base racial traits of the half-oni,
you have a racial heritage and gain attributes from
that race according to the table below. You inherit
the Speed, Size, and Language attributes from your
parent race.

Parent Race Ability

Human Skill Proficiency

Bunagaya Brave, Halfling Nimbleness,


Limber, Net Positive

Kappa Dish Head, Natural Armor

Korpokkur Home Is Where The Hearth


Is, Skilled Potter

Masaru Animal Empathy, Forager,


Light-Footed and Light-
Tailed, Prehensile Tail

Ryūson Amphibious, Godai Spirit

Shapechanger Bakemono

R ACE S Art: Géraud Soulié (bottom-right) (© Timothy Ferdinand) (edited), Dylan Choonhachat (background) (edited)

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Kappa (Tortle Variant)
At first sight, one could easily be disgusted by a kappa.
While they resemble the tortles of other lands, it is not
difficult to see how they diverge: a shorter stature, Dish Head. Your head crests up into a small dish
webbed fingers and toes, a beak-like mouth with filled with water. While your head is filled with water,
pointed teeth, but most disturbingly, a circular orifice you have advantage on all Intelligence, Wisdom, and
in the top of their skull, giving access to a water-filled Charisma saving throws against magic. Whenever you
chamber where, by all rights, the brain should reside. fail a Dexterity saving throw, the bowl empties, and
It would be far too easy to dismiss these creatures must be refilled to restore this ability. If you fail the
as the product of darkness—but that would be an Dexterity saving throw by 5 or more, the bowl empties
unfair judgement. Many kappa are quite wise, gentle completely, and you gain a point of exhaustion, which
creatures. can only be removed by refilling the bowl.
Fey. Your creature type is fey, rather than
Racial Traits humanoid.
Natural Armor. Due to your shell and the shape of
Ability Score Increase. Your Dexterity score your body, you are ill-suited to wearing armor. Your
increases by 2, and your Strength score increases by 1. shell provides ample protection, however; it gives
Size. Your size is Small. you a base AC of 17 (your Dexterity modifier doesn’t
Speed. You have a walking and swimming speed of affect this number). You gain no benefit from wearing
25 feet. armor, but if you are using a shield, you can apply the
Claws. Your claws are natural weapons, which you shield’s bonus as normal.
can use to make unarmed strikes. If you hit with Wellbeing. Kappa have an intuitive knowledge of
them, you can deal slashing damage equal to 1d4 + medicine, particularly the skill of setting broken
your Strength modifier, instead of the bludgeoning bones. You have proficiency in the Medicine skill.
damage normal for an unarmed strike. Languages. You can speak Draconic and Aquan.

Art: Alejandro Pacheco (top-right), Kōno Bairei (background) R ACE S

31
Korpokkur (Dwarf Subrace)
In the Ryūguchi Sea, there exists a small volcanic
island chain known as Rep-un-Mosir in Kuma,
which is the language spoken there. These islands are
home to an indigenous race known as the korpokkur,
meaning “people below the leaves of the butterbur
plant”.
The korpokkur stand two to three feet tall and, like
the bunagaya, are skilled fisherfolk. However, the
similarities end there. Rather than making their
homes in the trees, the korpokkur prefer to construct
elaborate pits with domed roofs made of the leaves
of the butterbur plant, which offer much more
protection from the strong winds that regularly tear
through Rep-un-Mosir. The korpokkur place special
importance on the homes they build, and revere the Racial Traits
hearth as she is a kami that must be kept aflame,
known as Grandma Fire. Ability Score Increase. Your Wisdom score increases
Korpokkur are shy individuals, and prefer to remain by 1.
unseen. Despite this, they have a good relationship Home Is Where The Hearth Is. You know the mold
with the humans who also occupy Rep-un-Mosir, earth cantrip and can cast it at will. In addition, you
frequently exchanging gifts under cover of darkness. can spend an hour crafting a korpokkur home large
If a korpokkur has left Rep-un-Mosir, it is usually for enough for 10 medium creatures, provided the ground
an exceedingly good reason. is earth. A creature who completes a long rest inside
this home gains temporary hit points equal to half
their level rounded down (minimum 1). You can spend
another hour to unmake the home, leaving no trace of
The korpokkur are distinct from European dwarf you having been there.
folklore, and are defined as a subrace for mechanical Skilled Potter. You have proficiency with Potter’s
simplicity. tools.
Languages. You can speak Draconic and Kuma.

R ACE S Art: Kōno Bairei (background), Manami Maxted (top-right) (Commissioned for Kunio's Guide to Seigai)

32
Masaru
The masaru are a race of intelligent bipedal primates
native to the jungles of Shōdanshima. They are
typically curious and blunt creatures, full of
impropriety. At the same time, they are known for
their great bravery and loyalty.
Though the masaru and bunagaya hail from
different regions in Seigai, it is said that whenever
the two meet they tend to foster deep friendships.
If masaru have one vice, it is hot water. If you ever
need to find a masaru, go check the nearest onsen.

Racial Traits
Ability Score Increase. Your Dexterity score
increases by 2 and your Wisdom score increases by 1.
Age. Masaru typically live up to about 60 years.
Size. Masaru range in size from 4 and a half to 5 and
a half feet tall. Your size is Medium.
Speed. You have a walking and climbing speed
of 25 ft.
Animal Empathy. Whenever you make a
Wisdom (Animal Handling) check related
to primates or tamed animal species, you
are considered proficient in the Animal
Handling skill and add double your proficiency
bonus to the check, instead of your normal
proficiency bonus.
Forager. You have advantage on rolls
for foraging for food.
Light-Footed and Light-Tailed. You
have advantage on stealth rolls
when you’re at a higher elevation
than the person/people trying to
detect you.
Prehensile Tail. Your tail is
dexterous enough to use basic
tools, pick up objects, and hold
you hanging from something. Your tail cannot wield
weapons or a shield.
Languages. You can speak, read, and write
Draconic, and you can speak primate. Primate does
not have a written language.

While primates do carry some significance in Shinto


and ancient Japanese literature, the masaru race are
invented for Seigai. They are loosely based on the
Japanese macaque; however, unlike the macaque,
masaru have long tails.

Art: Ohara Koson (bottom) R ACE S

33
R ACE S Art: Phill Berry (full page)

34
Ryūson (Dragonborn Variant)
The dragonborn of Seigai are known as ryūson, taking after the
ō-ryū, and have few elements in common with foreign dragonborn.
Rather than tendrils, ryūson have soft hair. Their heads are more
mammalian than reptilian and two horns protrude backwards
from the rear of the skull. Male ryūson have long flowing whiskers
and beards, while female ryūson have more modest horns, and
longer serpentine tails. The scales of the ryūson change their color
depending on the angle of the light.
Each ryūson has a lineage that can be traced back to one of the
elder dragon kami of Seigai.

◀ Earth Dragonborn
Earth dragonborn (chison) can trace
their lineage back to the great eight-
forked serpent Chinushi-sama.
They have a natural affinity with
the ground beneath their feet. Their
scales are a dusty tan color and their
faces are more naturally frightening
than other ryūson.

Water Dragonborn ▶
Water dragonborn (suison) trace their
ancestors back to the Dragon Emperor
himself, Suinushi-sama. They are
at one with the ocean, instinctively
reacting to and flowing with the
currents as they swim. Their tail
is considerably longer than other
ryūson.

Art: Phill Berry (Dragonborn portraits commissioned for Kunio's Guide to Seigai), Kawanabe Kyōsai (background) (edited) R ACE S

35
Fire Dragonborn ▶
Fire dragonborn (kason) are connected to the
kami of fire, Kanushi-sama, who himself
was born from Shōjō-sama, killing her in the
process. Their skin color is coal-black. Their
body temperature is warmer than other
creatures—you would be wise not to offer
your hand to a fire dragonborn without a
protective glove.

Kanushi-sama (Kagutsuchi) is not


typically represented as a dragon in the
Shinto canon; this is an invention for
Seigai.

◀ Air Dragonborn
Air dragonborn (fūson) are
descendants of the great dragon
Fūnushi-sama of the rain and the
snow, and feel quite at home in
inclement weather.

R ACE S Art: Phill Berry (Dragonborn portraits commissioned for Kunio's Guide to Seigai), Kobayashi Kiyochika (background) (edited)

36
◀ Void Dragonborn
Void dragonborn (kūson) are tied to the
great dragon protector of the night stars,
Kūnushi-sama. They are just as much a
part of the Ethereal Realm as the Material
Plane. Their skin is deep indigo and they
have silver hair.

Racial Traits Draconic Ancestry. You have draconic ancestry.


Choose one type of dragon from the Draconic
Ability Score Increase. Your Charisma score
Ancestry table. Your ability score increase and Godai
increases by 2, and one other ability score increases by
Spirit powers are determined by the dragon type, as
1, determined by the draconic ancestry table below.
Age. Ryūson live between 100 and 150 years. shown in the table.
Size. Your size is Medium. Godai Spirit. You can cast the cantrip associated
Speed. Your walking speed is 30 ft. with your draconic ancestry at will. When you reach
Claws. Your claws are natural weapons, which you 5th level, you can cast the Seijin Spell associated with
can use to make unarmed strikes. If you hit with your draconic ancestry once with this trait and regain
them, you can deal slashing damage equal to 1d4 + the ability to do so when you finish a long rest. When
your Strength modifier, instead of the bludgeoning you reach 11th level, you can cast the Teinen Spell
damage normal for an unarmed strike.
associated with your draconic ancestry once with this
Darkvision. You can see in dim light within 60 feet
trait and regain the ability to do so when you finish
of you as if it were bright light, and in darkness as if
it were dim light. You can’t discern color in darkness, a long rest. Charisma is your spellcasting ability for
only shades of gray. these spells.
Amphibious. You can breathe water and have a Languages. You can speak Draconic and one other
swimming speed of 30 feet. language of your choice.

Dragon Ability Cantrip Seijin Spell Teinen Spell

Earth Constitution Mold Earth Seijin of Earth* Investiture of Earth

Water Wisdom Shape Water Seijin of Ice* Investiture of Ice

Fire Strength Control Flames Seijin of Flames* Investiture of Flames

Air Dexterity Gust Seijin of Wind* Investiture of Wind

Void Intelligence True Strike Seijin of Aether* Investiture of Aether*

*See Appendix C: Spells

Art: Phill Berry (Dragonborn portraits commissioned for Kunio's Guide to Seigai), Takahashi Hiroaki (top) R ACE S

37
Shapechanger
In Seigai when a beast reaches a certain age, there is
a chance they will grow into a bakemono, meaning
“shapechanger.” While this has been known to happen
to many kinds of beasts, there are five that show a trips
particular capability of making this ascent: cats, into urban
otters, foxes, badgers, and raccoon-dogs. Why this centres, often out of mere curiosity.
happens, no-one is particularly sure, although there When interacting with folk from other races, a
are a number of theories (one even states it is directly shapechanger will almost always adopt a humanoid
related to the amount of lamp oil the creature has or anthropomorphic form. Even in their humanoid
consumed in its life). forms, shapechangers have distinct characteristics
Shapechangers live mostly among their own tribes that belie their true nature; it is often their tail that
in the wild, however they have been known to make gives them away.

R ACE S Art: Attributed to Kawanabe Kyōsai (top)

38
Racial Traits You retain the benefit of any features from your
class or other source and can use them if the new
Ability Score Increase. Your Dexterity and Wisdom form is physically capable of doing so. However,
scores increase by 1. you can’t use any of your special senses, such as
Size. When in humanoid form, you are a medium darkvision, unless your new form also has that
creature. When in anthropomorphic form, you are a sense.
small creature.
You choose whether your equipment falls to the
Speed. When in humanoid or anthropomorphic
ground in your space, merges into your new form,
form, your walking speed is 30 feet.
or is worn by it. Worn equipment functions as
Fey. Your creature type is fey, rather than
normal, but the DM decides whether it is practical
humanoid.
for the new form to wear a piece of equipment,
Bakemono. You can use an action to shapeshift
based on the creature’s shape and size. Your
into your beast form, into a humanoid, or into an
equipment doesn’t change size or shape to match
anthropomorphic (semi-humanoid) form halfway
the new form, and any equipment that the new
between the two. Your appearance in all three
form can’t wear must either fall to the ground or
forms is hereditary just like any other race, and any
merge with it. Equipment that merges with the
equipment you wear in your human form adjusts to
form has no effect until you leave the form.
the size of your anthropomorphic form. When shifted
into your beast form, the following rules apply:
Your game statistics are replaced by the statistics Darkvision. You have a nocturnal creature’s keen
of the beast, but you retain your alignment, senses, especially in the dark. You can see in dim light
within 60 feet of you as if it were bright light, and
personality, hit points, and Intelligence, Wisdom,
in darkness as if it were dim light. You can’t discern
and Charisma scores. You also retain all of your
color in darkness, only shades of gray.
skill and saving throw proficiencies, in addition
Languages. You can speak Draconic and one other
to gaining those of the beast. If the beast has the
language of your choice.
same proficiency as you and the bonus in its stat
block is higher than yours, use the beast’s bonus
instead of yours. Subrace: Bakeneko (Cat)
You can’t cast spells, and your ability to speak or Cats are often kept as house pets in Seigai, with the
take any action that requires hands is limited to added benefit of keeping rodents and other pests
the capabilities of your beast form. Transforming out of the home. Seiganese people highly venerate
doesn’t break your concentration on a spell domesticated cats, due to the chance that a cat will
you’ve already cast, however, or prevent you from awaken as it reaches old age. Poorly treated cats
taking actions that are part of a spell, such as call who awaken into bakeneko often devote their time to
lightning, that you’ve already cast. tormenting their former owners. A well-kept bakeneko
may live quite happily in society. Tribes of bakeneko
are rare, and they are usually only seen in ones or
twos.

Racial Traits
Age. Bakeneko have usually
awakened by age 15 as an adult, and
go on to live another 100 years on
average.
Ability Score Increase. Your Dexterity
score increases by 1.
Bakeneko Magic. You know the produce
flame cantrip. When you reach 3rd level, you can cast
the feather fall spell once with this trait and regain
the ability to do so when you finish a long rest. When
you reach 5th level, you can cast the protection from
poison spell once with this trait and regain the ability
to do so when you finish a long rest. Wisdom is your
spellcasting ability for these spells.
Feline Agility. Your reflexes and agility allow you to
move with a burst of speed. When you move on your
turn in combat, you can double your speed until the
end of the turn. Once you use this trait, you can’t use
it again until you move 0 feet on one of your turns.

Art: Alejandro Pacheco (bottom-left) (Commissioned for Kunio's Guide to Seigai) R ACE S

39
Subrace: Kawauso (Otter)
Kawauso are river otters who have awakened as they
have aged. They are famous for their dietary choices;
for example, as their habitat often contains a lot of
competition for food, the kawauso have learned how to
break the defences of large crustaceans, prying open
their chitinous armor. If they have one culinary vice,
it is a love of sake. Give a kawauso a cup of your best
sake and they will be your ally forever, it is said.

Racial Traits
Age. Rivers are a dangerous place to make your
home in Seigai, and provided a kawauso has not been
eaten by a suiko or garappa by age 10, awakening is a
foregone conclusion. They tend to live the shortest of
the shapechangers, lasting around 80 years.
Ability Score Increase. Your Wisdom score increases
by 1.
Kawauso Magic. You know the magic stone cantrip.
When you reach 3rd level, you can cast the command
spell once as a 2nd-level spell with this trait and
regain the ability to do so when you finish a long
rest. When you reach 5th level, you can cast the calm
emotions spell once with this trait and regain the
ability to do so when you finish a long rest. Wisdom is
your spellcasting ability for these spells.
Mimicry. You can mimic sounds you have heard,
including voices. A creature that hears the sounds you
make can tell they are imitations with a successful Subrace: Kitsune (Fox)
Wisdom (Insight) check There is a special reverence for foxes among the people
opposed by your of Seigai. They are often thought of as the messengers
Charisma (Deception) of the kami, particularly Yōnō-sama. However, the
check. kami do not always bring good tidings. The Seigai
people can be quite superstitious, and if a person
appears too cunning, they may be accused of being a
kitsune bringing a bad omen. Of all the shapechangers,
kitsune are the most adept at hiding their true nature.

Racial Traits
Age. If a fox has reached the age of 5, it will almost
certainly become a kitsune bakemono. Typically they
awaken with infant minds, but kitsune go on to live
long lives, gaining an extra tail every 100 years or so.
At 900 years and 9 tails, a kitsune will ascend into a
celestial form.
Ability Score Increase. Your Intelligence score
increases by 1.
Gifted Communicator. You can speak, read,
and write two languages of your choice.
Kitsune Magic. You know the dancing lights
cantrip. When you reach 3rd level, you can
cast the sanctuary spell once with this trait
and regain the ability to do so when you finish
a long rest. When you reach 5th level, you can
cast the sending spell once with this trait and
regain the ability to do so when you finish a long
rest. Wisdom is your spellcasting ability for these
spells.
Scoundrel. You are proficient in the Deception
skill.

R ACE S Art: Alejandro Pacheco (top-right, bottom-left) (Commissioned for Kunio's Guide to Seigai)

40
Subrace: Mujina (Badger)
I must confess I have never had the pleasure of
meeting a mujina—at least to my knowledge. Mujina
are the least likely to be seen among urban society,
preferring to spend their time deep in the forests and
away from the complications of bureaucracy. In fact,
I have heard they are so introverted, that often they
will learn how to adopt a frightening faceless form
called nopperabō just to avoid a conversation.

Racial Traits
Age. Once a badger reaches the age of 13, the chance
of it awakening into a mujina increases exponentially.
They go on to live around 250 years.
Ability Score Increase. Your Dexterity score
increases by 1.
Mujina Magic. You know the shillelagh cantrip.
When you reach 3rd level, you can cast the alarm spell
once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th level,
you can cast the locate animals or plants spell once with
this trait and regain the ability to do so when you
finish a long rest. Wisdom is your spellcasting ability
for these spells.
Out of Sight. While in forest terrain, whenever
you make a Dexterity (Stealth) check, you are
considered proficient in the Stealth skill and Subrace: Tanuki (Racoon-Dog)
add double your proficiency bonus to the While on my travels, I would occasionally encounter
check, instead of your normal proficiency one of these portly furry creatures, mostly in rural
bonus. areas. The tanuki bear some resemblance to raccoons
and pandas, however I do believe they are unrelated.
I have heard it said that the male tanuki have
abnormally large scrota; while I have not seen this
in person, I did notice many of them wearing baggy
trousers.

Racial Traits
Age. A tanuki will typically awaken around age 10,
and live as a bakemono for another 200 years. However
I have heard tales of tanuki who exceed this lifespan
two- or even three-fold.
Ability Score Increase. Your Wisdom score increases
by 1.
Money Bags. You make your money stretch further.
Whenever you make a Charisma (Persuasion) check to
barter, you are considered proficient in the Persuasion
skill and add double your proficiency bonus to the
check, instead of your normal proficiency bonus.
Tanuki Magic. You know the minor illusion cantrip.
When you reach 3rd level, you can cast the ceremony
spell once with this trait and regain the ability to do
so when you finish a long rest. When you reach 5th
level, you can cast the phantasmal force spell once with
this trait and regain the ability to do so when you
finish a long rest. Wisdom is your spellcasting ability
for these spells.
Wait A Minute. Whenever you fail a Deception or
Performance check, you can use your reaction to
move half your movement speed, without incurring
opportunity attacks.

Art: Alejandro Pacheco (top-right, bottom-left) (Commissioned for Kunio's Guide to Seigai) R ACE S

41

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