Soltari | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Soltari

To learn more Visit the Page Dedicated to Soltari. Page below are just the basic features and personality typical of a Soltari as well as basic Culture.   Culture:   The Culture of the Soltari is one of the high seas and kinship, they have no tribes or clans but instead live all their lives on their ships with their crews, whether blood or not matters little the crew is the family you have and the one you choose, the one in charge of a Soltari crew is always the captain. how the captain gets this roll differs from ship to ship, by vote, by combat or Drinking contests or by piety , while the captain rules other roles that are commonly found on the ship take newfound responsibilities like quartermaster who not only takes stock of inventory but also depending on the ship takes on the motherly or fatherly role, or in some cases spiritual more common ship roles have added familial or magical responsibilities to them but they differ from ship to ship depending on what is important to the crew and the maintained hierarchy the ship has.   Each vessel typical specialises in one thing, an example is the "Loreships" some even keeping track of the Soltari history these are held on what is known as Loreships, the Soltari are typically energetic people always boasting about their achievements getting tattoos of what they did and always looking for the best way to show off, however all this is in good jest (most of the time) and when one of their crew is struggling you can easily bet most of his crew will be there goading and cheering the struggling Soltari on to succeed, there are no failures in the Soltari, you just need to try harder or find something you will be amazing at, even if this must mean a Soltari must leave to join another crew. (more info below)   The Crews and Ships:   As mentioned above the culture of the Soltari revolves around the crews, in which each one is different to its own degree, With some examples being:   Chain Breakers: Those who spend their lives freeing slaves and looting from the enslaves a profitable trade, with new cremates usually being formed from other races, that were enslaved, though this attracts bounty hunters from the powerful they dare steal livestock from.   Gold Bleeders: A almost Mafia like crew that extorts protection money from ports, merchants and traders that use shipping lanes, using birds to track those who try to sneak past.   Sword Lashes: The standard mercenary or privateers crews, hired by other Soltari or spaces to wreck carnage in exchange for gold.   The possibilities for types of crews are endless, to merchants to explorers to priests, though there are always a few consistencies between then all, That being that theirs is always a single leader, Be it a high priest, captain, merchant prince ect, the way the leader is chosen is defined by the kind of crew, from piety, to skill at arms, to wealth and to some crews a lineage.   The other main thing that links all Soltari crew, is the crews code, while they have different names Doctrines, Carter, Code of honour and so forth, these codes are laws and rules that the crew stands for, from rules of combat, living standards, priority of the ship, what matters most to the crew and to some extremes what food they crew is allowed to eat.   Its unknown when, why or how the usage of these codes became widespread, some crew believe that it was the the decree of the Soltari goddess that each soltari crew have the freedom to decide for themselves how they should live, as free as the sea and...as volatile.   The Kinship of Tides: the Soltari settled on several islands and encountered the Tutol-arzani at first the Soltari were amused and somewhat annoyed at the childish species antics, while figuring out what to do next, they heard wailing cries of the Tutol and saw strange hooved three eyes warriors The Akrett , trying to kill and hunt the defenceless creatures for sport, The Soltari enraged at the senseless killing attacked and saved the Tutol, the small playful creatures thanked the Soltari and regarded them as "honorary Tutols" while the Soltari thought this somewhat cute and once again amusing, they soon realised how much power this meant, as when the Soltari sailed and Tutol where were close, they saw that the Tutol could control the waves and storms assisting the Soltari be unmatched when ruling the seas, though now a days this kinship is now more of a familiar bond than "alliance" the sight of Tutol in most Soltari ports is very common, with Soltari offering toys and shiny objects in return for safe tides when sailing and harming a Tutol brings upon the wrath of both the Soltari and the Tutol, Thus was described in the Tales of the four stars.     The Admiral of Kanaloa:   The Soltari do not have a kingdom or a king, The Soltari were so dependant on their crew system that forming under someone who was not their own captain was impossible for the longest time and captains refused to work together unless in dire straits, anyone who tried to claim the title of "Grand Admiral" that suggested ruler ship of all Soltari ended up fed to a sea monster or dead in a tavern, that is until Hakeem-hama came to captain-hood , with his fleet of 50 large warships, he raided and pillaged the newly founded Akrett kingdoms and fled, however most the wealth taken was lost due to the fact that no other Soltari crew were willing to shelter him or his fleet so they would not face the ire of the Akrett, who hunted Hakeem-hama for nine months and sinking more than half of his ships.   After this embarrassment the admiral stewed and pondered on the Soltari failings as a species, seeing that...all the other races had a shared land to safely port and rest such as other species while the Soltari fight for tiny islands, With this idea in mind, he with his crew the "Krakens Pride" Built Kanaloa in the centre of ring of islands, what is Kanaloa?, its a massive island built out of ship wreckage, which is protected by a ring of islands, that are connected by long metal chains made from the anchor chains of the ships that fell being chased by the Akrett, This is a place Soltari come looking for places to hide and while the admiral may not have lived long enough to see it truly prosper, the simple fact of it existing inspired the system Soltari use for island ownership and having a neutral ground to settle deputes, this forward thinking and ingenuity is why the largest crews came together and named Hakeem-hama the First Soltari admiral.     The Great Beasts of the Sea:   The Soltari unlike other species do not have a unified religion per say, as each crew has some different system they work with, the closest thing that the Soltari revere or fear as a whole are the Leviathans, a term used to signify the greatest of the of a sea monsters species, such as Krakens, Umibozo and Charybdis as examples. one for each, they give offerings when setting sail, in hopes to lure the beasts away or to appease them.   The CrewLess   While most Soltari belong to crews even welcoming non races into their ranks, their are Soltari that do not have a crew to call their own, if by shipwrecks or mutiny or simply not sharing the same views of the the rest of the crew, Soltari offers these outsiders no shame as no matter the circumstances they are still children of the sea, as even without a crew to call their own these Soltari known as the "Lilohonua" lives by the water in all its forms, whether by lakes, beaches, canals or springs a Soltari is never found where water isn't.     Lifespan-age:   Soltari mature at the age of 16, and are able to live till 80 years of age, when they die whether they part of a crew, found lost at sea, or even one of the enemy crew, they are given burial rites regardless, which consist of a ceremony where the body is put out to sea in a small dingy with the Soltari most valued possessions and drilling holes in the small dingy so the ship falls to the bottom of the ocean to be one with the ocean, however this changes from ship to ship yet all consist of the aspect of being set out to sea.   Alignment:   The Soltari probably have the most freedom when it comes to alignments considering the amount of jobs, pirates, traders, guards, raiders, privateers, mercs, whatever is needed on the sea the Soltari can fit the roll, the only thing that could limits a Soltari is the CODE of the ship, each ship follows a strict code of conduct that different from ship to ship, some CODES are short while others can be whole books, but all Soltari are taught from birth to respect the crews code, so much so much that others races consider it indoctrination, In any respect this allows the Soltari to be any Neutral or Chaotic Alignment while being lawful is rare (consider the Ship Code as the Soltari morale code rather than law)
ability score increase: +2 Cha +1 Dex ((see racial traits for added info))
age: mature at 16 Maximum of 100.
alignment: Typically Choatic or neutral, rare to be lawful.
Size: Medium
speed: 30 feet on land/ 40 if on sea.
Languages: Common, Soltaval
parent race:
race features:
Racial Feats: The Feats of the Soltari are naturally related to their skills on the open sea and surviving the ship environments they tend to favour.   Inheritors of the Sea: The Soltari are masters of the sea being living their entire lives and even evolving to survive the volatile wrath of Mother Sea, and due to this evolution has gained a strange reversal of sea-sickness where most land dwelling species fell Sick when on water, Soltari feel Sick when on land and not near any body of water.   Due to this while on the Sea, soltari gain +1 to Dexterity as well as gain +2 rolls to all atheltics and acrobatics when it comes to sailoring, however this buff ends when soltari get onto land, however as long as soltari stay close to bodies of water they remain at base stats, its only when soltari go further inland do they suffer from thier "land sickness" suffering from a -1 Dexterity and -1 Constiution, this persists till they venture near a large body fo water again.     Kinship of Tides: When dealing with Tutol-Arzani or sea animals, Soltari gain Proficiency on all animal handling, persuasion and perception, if they have proficiency gain expertise, if they have expertise gain +2   Sea Children of Kala'Nai'morua: Being skilled at water and knowing their surroundings does the Soltari well on land or on sea, due to this they gain a +2 to initiative rolls when not being surprised.   lvl 4:When resting near bodies of water gain 1d8 (Plus con modifier) Temporary Health. ((lvl 8 this becomes 1d10, lvl 12 2d8, lvl 16 2d10))       lvl 8: After Dashing The Soltari can make a melee attack.       lvl 12: If initiative naturally falls under 8 re-roll it and use the new roll, this can be done once per long rest.       lvl 16: The Ablity at lvl 8 is improved, if the melee attack hits, The soltari if she/he has movement left can rush to another enemy and make another melee attack, moving away from the first enemy doesnt trigger a reaction.
Size: Due to how Ship Crews evolve to adapt to the the type of ship that Soltari crew live on for generations at a time meaning that Soltari can tend to either as short as five feet to as large as seven feet tall depending on the ship.     Body Description: While Size varies given generations adapting to different type of ships, the general description of a Soltari always remains the same, A well built tall stocky being with skin pigmentation going from dark browns to dark blues, pointed ears, fanged teeth with a singular large tusk in middle of their mouth pointing down, the Soltari for the rest are standard humanoid features, apart from have six toes on each foot, and when born and growing up have twin tails akin to a lions that can be controlled at will, for males these tails fall off at adolescence while females keep this tail for the rest of their lives.     Naming Conventions: Soltari names tend to have a heavy usage of vowels due to the need to being heard in storm it is not uncommon for a nickname to be given and be used more than their actual name for the easy use. (Culture wise look up Caribbean, Polynesia and Spanish)

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