Tortle

“We came upon a small, stone platform. On top of this were arrayed a group of Lizardmen; the smaller scout-like ones I had named Gecks and the larger warrior-like ones I had named Komodos. Sat in front of them on a golden carrying throne was a creature like a great, humanoid tortoise. This I had not expected, though some Nords I questioned back in Morrion had told me that such creatures existed and were indeed the priests and rulers of the Lizardmen. I named them Tortles…” - excerpt from the Journal of Christopher Colombo, a famous Imperial explorer.
The Tortles form one of the core castes of Scaled State society. They are leaders, organisers, architects, mages, and the priests of their greatly revered god - The Entity. Immortal and nearly all-knowing, it is the job of the Tortles to decipher and interpret the sacred visions and tablets of their god, as well as ensuring that its predictions are realised. With a natural affinity for all things magical, their skills in sorcery are feared and respected by all those who deal in the magical arts. That said, they are also wise and compassionate people who do not seek to make enemies directly.
== Physical Description - Large Body, Larger Mind ==
Despite being a relatively peaceful people, Tortles have large and imposing bodies that rivals even a physically-capable Orc. Standing at about 6 feet, they appear relatively intimidating despite preferring to use their words, mind, and magic to solve problems rather than brute force. They have lead the Lizardmen for countless millennia and so have little need for their strength to survive. With their dense bodies and large shells, they can weigh up to 750 pounds.
Tortle skin is covered in tough scales and they boast large, hulking shells on their backs. Their scales vary in colour, typically being a mossy green but also ranging from stony tan to a deep orange. In rarer cases, some Tortles have intricate patterns of reds or yellows on their scales - somewhat like a terrapin has. Due to their reptile biology, Tortles have no body hair of any kind.
As per their religion, some Tortles have ritual piercings or tattoos on their body. These marks hold deep, spiritual meaning to the Tortles and Lizardmen and so are not given easily. Naturally, Tortles with these markings wear them with pride.
== Mentality - Compassionate and Reclusive ==
Tortles are a kind and compassionate people. They are empathetic and accommodating for other peoples’ needs and are widely considered some of the more welcoming hosts in Magnula. It is believed that their mentality of kindness drives the Lizardman society to be so open-minded to visitors and community-centred. That said, despite their welcoming behaviour, the Tortles of Tekunatin are also extremely reclusive. They can spend centuries in their pyramid temples, meditating and deciphering the cryptic words of The Entity. Their immortal lifespan means that this time in isolation means little to the Tortle, but for other races it can be entire lifetimes.
It is not often that a Tortle leaves their jungles and temple-cities for foreign lands, but when they do the Tortles are typically met with interesting reactions by the locals. Many commoners have never even heard of the reclusive Tortles and so are struck with awe at the mere sight of one. Nobles, on the other hand, are usually well-aware of the Tortles and their reputation as wise sorcerer-priests and so treat them with great respect.
The Tortles themselves are typically very kind and welcoming to other races. They try to get along with everyone and accommodate the unique needs of each race however and whenever they can. That said, they are very protective of their god’s will and, consequently, their laws, so they show no mercy or kindness to those that dare speak ill of their god, or disrespect their laws.
== Society - Leaders of the Great Temples ==
Tortles are the great priests-leaders of the Lizardmen tribes. They are deeply respected individuals in their society, revered almost like gods but never to the degree of usurping The Entity itself. The Lizardmen are unwaveringly loyal to the Tortles and, even though a Tortle might not necessarily lead a tribe, they are shown just as much importance and respect as the tribe's leader would. The Tortles, in turn, serve the Lizardmen as priests, leaders, and several other roles. It is they that decipher and interpret the sacred texts and it is they that receive The Entity's predictive visions. When a new clutch must be made, it is on their orders. When a new temple must be constructed, it is the Tortles that guide where and how it should be built. In the few times that the Lizardmen have gone to war, it was when the Tortles decreed it so. This would normally be a hotbed for corruption but the Tortles themselves are completely dedicated to The Entity no Tortle would ever be willing to go against the writings of their god to achieve petty, earthly desires.
The Tortles are not a numerous race. Indeed, there are very few of them. Tortles are incapable of breeding amongst themselves and only maintain numbers through an ancient and unknown magical ritual. Every 100 years a new Tortle will be created in a sacred spawning pool. Therefore it is extremely rare for a Tortle to live in another land and, if they do, not for very long. Those that do, however, are often in positions of great renown or power. They serve as powerful sorcerers, wise advisers, or compassionate teachers.
== Tortle Adventurers - Thirst for Knowledge ==
Tortle adventurers are incredibly rare, with none but the youngest Tortles daring to leave the relative comfort and security of their home cities. They are seen as rebels who will return in failure. The few who do leave hunger for more magical knowledge, to expand their skills and power, studying the mysteries and secrets of the world. This hunger is often respected but deemed ultimately pointless since Tortles are dedicated first-and-foremost to faith and community, rather than the expansion of one’s own individual power.
== Tortle Names ==
A Tortle is already born with a name implanted in its mind, but where this comes from nobody knows. Many among them assume their names are gifted to them by The Entity and so carry their names with holy-respect. The names given to the Lizardmen are often based on the language and names of the Tortles, but will never be the exact same. The original names are sacred and reserved only for the Tortles.
Example Tortle Names - Nanahua, Tenoq, Tenchulli, Pocaxalan, Zhul.
== Tortle Traits ==
Your Tortle character has a number of traits in common with all other Tortles.
* Ability Score Increase - your Intelligence score increases by 1, and your Wisdom score increases by 2.
* Age - Tortles are completely immortal, dying only from violence or disease. They are incapable of breeding, however, and are considered a dying race by zoological standards.
* Alignment - first and foremost, Tortles are lawful individuals. They follow the words of their god to a tee. To disregard said words is an unforgivable crime. They are also typically neutral. They are compassionate and accommodating to the needs of others but will ultimately disregard their goodness if the sacred writings demand harsher action.
* Size - Tortles stand at about 6 feet and are extremely heavy, weighing up to 750 pounds. Your size is medium.
* Speed - your base walking speed is 20 feet.
* Claws - you have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
* Hold Breath - you can hold your breath for up to 1 hour.
* Natural Armour - your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armour, but if you are using a shield, you can apply the shield's bonus as normal.
* Nature's Intuition - thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
* Shell Defence - you can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
* Ancient Knowledge - you are proficient in the arcana skill.
* Languages - you can speak, read and write Common and Scaleish. Tortles speak with a deep, sonorous voice, almost resembling chanting. These characteristics will likely spill over into other languages they might speak.
Category:Races