Aldani

*"When we had stopped in the port city*

*I* *now know as Taizu,* *we* *were called*

*over by a unique merchant.* *The thing*

*was a huge, speaking crustacean. He*

*was peddling various exotic materials,*

*some from as far as atop the Selfaen*

*Blue. How a beast like that got in good*

*with those High Elves is beyond me,*

*but he was selling at very low prices."*

  *-Ronin Teloth, The Western Route*

Intimidating and powerful, the imposing presence of the Aldani of Khuurai is rarely underestimated. Throughout history, the race has dominated the seas and held it's ground across the land. They commit strongly to oaths and do everything within their power to keep their word. This is rarely a challenge, as their chitinous shells and sharp, piercing appendages have allowed the Aldani to become known as a race who can do and get what they want - often by force.

## Chitinous Appearance

The Aldani of Akharal, known as the Pahradeh'l, are a sentient crustacean-like race. They stand on four legs, have two arms, and have two wing-like appendages which start on their back, and sit above their head. The hand's claws are built of a single, smaller, unmoving piece, and two larger, opposable pieces. They are able to use the two appendages on their back as weapons, as they come to sharp points much like those found on their legs. The thick chitin which covers their bodies are very light yet durable - making them unaffected by their inability to wear much for armor. The lightweight trait of this chitin, combined with their lobster like tail, make the Aldani very capable swimmers - something they often use to their advantage while hunting for fish. Their mouth is surrounded by four mandibles, and their eyes are generally a piercing white color.

## Alien Disposition

Aldani live slightly shorter lives than humans, that being about 80 years. About the first 5 years of this are spent entirely in the water, as they grow from a hatchling into an adult. After this point, they'll show almost no signs of age until they near death; after that point, their shells tend to grow weak and cracked. The Aldani refer to this as "D'tayloon" (*"New Shell"* in Yurian.). The Aldani have an ever-present feud with the Urutan, their cursed cousins. Although the ancient Aldani were known for less than good relations with other races, they have since become much less isolationist, realizing they benefit from trade and diplomacy with other races. Though trade has become a large part of modern Aldani culture, most non-Aldani are hesitant to interact with them due to their intimidating appearance. Despite their looks, they are rarely ill-intended, and are often upset by this disposition. They tend to see themselves as misunderstood by the other races, due to their vastly different culture and appearance; this is seen as the last remnant of their past isolationism.

## Honored Oaths

Aldani homes are mostly made within caves beneath the surface of coastlines, lakes, or rivers. These caves can either be natural, or dug out manually by the Aldani. Although this serves as a well guarded and protected home, it doesn't exactly bode well for diplomacy and trade. because of this, the Aldani make structures both out of and within rocks outside of the water their homes are built in. This allows them to interact with other races who aren't able to breath underwater. Trade is important to the Aldani, and fair trades are very important to most of them; they see it as immoral to sell items or services for too high a price. Many Aldani exchange services among each other, or sometimes will offer a promise to do something for another. Above all other things, the Aldani care intensely about carrying out promises they make to others, and pacts are a large part of their culture. Likewise, it's seen as an immense shame to break a promise, resulting in many Aldani doing what they can to honor any promises made to those going through D'tayloon. By extension, those going through D'tayloon will honor their own pacts, and generally refuse proposing or accepting new pacts.

## Drawn to the Sea

More often than not, Aldani leave their homes in an attempt to become either wandering merchants, or provide services for non-aldani such as fishing, sailing, and even underwater exploration. The Aldani are usually hired as fishermen in areas with rough, rocky, or particularly murky waters where fishing with a pole is difficult. Most Aldani sailors are involved in running trade routes, and often sell their own exotic goods in the locations they visit.

## Aldani Names

Though it is far from enforced, Aldani names are traditionally temporary. Most being named by their parents after the first word they learn, they often have their name changed after they discover a talent or skill they have, which they will be named after. All Aldani names are preceded by a clicking sound often present in the Yurian language, made with the mandibles around their mouth.
**Male Names:**

*Vashk, Tahlook, N'pnash, Dveer,*

*Shkeer'vash (Fish Stabber)*

**Female Names:**

*Nili, Shoo'ayn, Pisha, Kah'yr,*

*Shayloon (Shell Hunter)*

## Aldani Racial Traits

***Ability Score Increase:*** Your biology lends to a strong resilience and natural weaponry. (End +2) (Str +1)

***Age:*** Most Aldani don't make it past the age of 80, but it's rare those above 70 do much for adventuring.

***Alignment:*** Aldani value fair trade and honoring oaths. ***Altruistic Passion*** is the alignment that most would identify with. There are exceptions to this, though.

***Size:*** The Aldani range from 6-8 ft in height; your size is medium.

***Speed:*** Your tail makes movement on land slightly difficult, but swimming is no problem. Your walking speed is 25ft. Your swimming speed is 60ft.

***Chitin Plated:*** Due to your chitin shell and the shape of your body, you are ill-suited to wearing armor. This layer of chitin provides ample protection, however; you have a base AC of 18 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

***Natural Skewer:*** Your skewers make great natural weaponry; Unarmed attacks for this race do (1d4 + Strength) piercing damage, and can be performed while holding a weapon, shield, or other object as your bonus action.

***Aquatic Origin:*** You're accustomed to deep, dark water. You have you have superior vision in dark and dim conditions. 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. You also can breath underwater.

***Startling Appearance:*** Aldani are notoriously vicious looking - you are proficient in the Intimidation skill.

***Languages:*** You can read, write, and speak common and Yurian.