Description[]
Greenish skin, noses don't protrude, webbed fingers and toes, gills on their throat, think more "frog people" than fish people. The average Fluvarri stands about 8 inches taller than the average Human. Their eyes tend toward contrasting colors; red, orange, yellow, but sometimes green or blue. Their hair tends to resemble seaweed and runs from light greenish yellow to dark green, almost black.
History[]
Culture[]
Fluvarri culture and feel is based loosely on Native American tribes crossed with the Marshwiggles from CS Lewis. They make up about 17 percent of the ("common") population of Kaernest.
Fluvarri almost always live on the shore of some lake, river, or stream. They also live on the coasts of the oceans, but prefer fresh water, mostly because of the dangerous beasts and monsters that haunt the deeps of the ocean. The Fluvarri language consists of clicks, whistles, and whirls which can be hear underwater as well as above. The other races do not have methods to create these noises, so are unable to "speak" Fluvian, however it's not unheard of for members of other races to learn to understand enough of Fluvian to get by. It should also be noted that most Fluvarri speak at least one other language, allowing to speak to the races that live nearby and are likely to request their services.
Fluvarri culture tends to be at a slower, steadier pace than other races. Think deep south, a bit redneck, taking time to know the other people in town, including those of other races. Visitors and travelers are treated with a wary eye, but the natural tendency of the Fluvarri is one of hospitality and friendship. Use that against them, and the entire community will rise up against you.
The Fluvarri have a very strong positive relationship with the Verdanni that goes back centuries, if not millennia. The Fluvarri consider the tools (and weapons) made and traded to them from the Verdanni to be the absolute best they can have. They also benefit from Verdanni skills in building their boats and skiffs. They have the knowledge to build their own, but when they have help, their boats truly shine. In return the Fluvarri happily supply the Verdanni with food (fish, seaweed, snakes are popular trade items), services, and helping with watering Verdanni lands (irrigation channels). As things are with the Verdanni, this relationship is sometimes a bit one-sided, but the history of the relationship keeps it going.
The connection between the Fluvarri and the Dazhdvog is much different. They do happily transport rock for the Dazhdvog. While this relationship goes back a ways, there has been less comradery between these races, so it feels a bit more business like. As both races are fairly peaceful, it may be that the relationship hasn't suffered conflict or discomfort, to reform into something stronger.
As the Fluvarri live in and around water, piercing weapons are absolutely their thing. The best are the bows and spears made by the Verdanni. It is not completely unheard of for a Fluvarri to have a Verdanni Thorn Blade (wooden rapier).
Religion[]
While the Fluvarri do follow the commands, edicts, and laws of their Great Wyrm, they still pay homage to "The Great Snake of Fate". If you ask them how their Great Wyrm factors into that, and they will explain that their Wyrm is just an embodiment/avatar of the Great Snake of Fate.
Magic[]
Fluvarri magic revolves mostly around illusion and charm.
Places[]
Fluvarri communities tend to be relatively small. They live in towns and villages, unless they're the rare Fluvarri who might run a ferry outside a Sektarri city. There are 3 notable exceptions, and these exceptions step away from the norm quite a bit. The Fluvarri have built (with some help) 3 small cities along the coast. The largest of these is dedicated to their Great Wyrm, and serves as their capital. The second and third of these cities are the seats for the Great Wyrm's two sons.
As there was a change in leadership only about 80 years ago, when one of the former sons removed his parent from the throne, it took over the capital. At that time, it had 3 children, and those 3 fought to see who would control which of the 2 principalities. This ended in the death of the current leader's daughter. Some wonder if the 2 sons will sit idly by and watch their parent rule, or if this fight for dominance will recur. The Great Wyrm of the Fluvarri is known to be the weakest of The 8, but it's sons are even weaker, so such a turn over is not likely to happen soon.
Pathfinder 2E[]
Heritages[]
Bane Spined[]
Your fins conceal launchable toxic spines. You have a spine ranged unarmed attack with the unarmed trait that deals 1d4 poison damage, has a range increment of 10 feet, and is in the dart weapon group.
Inured Fluvarri[]
Your ancestors had to survive in polluted water that made every breath noxious. You gain poison resistance equal to half your level (minimum 1).
Fisherfolk[]
You come from a Fluvarri tribe that lives on the shore of a body of water, and spend vast amounts of time in the water instead of on land. The varied geography of rivers required you to develop advanced physical skills to swim against rapids, leap through cascading waters, and deftly navigate shallow and narrow channels. When you succeed at an Athletics check to Swim, you get a critical success instead.
Snaptongue[]
Your tongue is especially long, and you can launch it with extraordinary range and precision. You can use your tongue to deliver touch-range spells and perform extremely simple Interact actions, such as opening some types of unlocked doors. Your tongue can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.
Ancestry Feats[]
- Fluvarri Lore (1) - Trained in Athletics, Nature, and Fluvarri Lore.
- Fluvarri Weapon Familiarity (1) - Fluvarri weapons are: crossbows, hand crossbows, longspears, spears, and tridents.
- Hydraulic Deflection (1) - Create a disc of water that gives +1 to AC.
- Jungle Strider (1) - Ignore difficult terrain in forests and junlges. Better at balancing on plant material.
- Nocturnal Fluvarri (1) - Gain Darkvision.
- Pelagic Aptitude (1) - Trained in Survival. You can survive underwater easier than most.
- Perfect Dive (1) - Skilled at diving into water and don't take damage when falling into it intentionally.
- Surface Skimmer (1W) - Good at getting cover from being just under the surface of water.
- Drag Down (5) - Can pull someone underwater in combat to attempt to drown them.
- Fluvarri Weapon Aptitude (5) - Gain the benefits of Critical Specialization with Fluvarri weapons.
- Marine Ally (5) - Gain an aquatic familiar
- Tenacious Net (5) - Harder to escape from your nets.
- Water Conjuration (5) - Can cast "Create Water" as an innate Primal spell once per day
- Absorb Toxin (9)
- Azarketi Purification (9)
- Replenishing Hydration (9)
- Ricocheting Leap (9)
- Riptide (9)
- Water Dancer (9)
- Water Strider (9)