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<blockquote data-quote="LuisCarlos17f" data-source="post: 9829309" data-attributes="member: 6802378"><p>I asked Grok to create PC species inspired in African folklore and myths but without being antropomorphic animals, linked to water like tritons or elements like genasi. Somebody could say it may be cultural apropiation but my own opinion is this could help other communities to gain "soft power". If we get used to see speculative fiction inspired into other cultures then to teach to respect these should be easier.</p><p></p><p>[ATTACH=full]426227[/ATTACH]</p><p></p><p>1. Eloko (Inspired by the dwarf spirits of Congolese folklore) </p><p>Inspiration: Based on the eloko of the folklore of the Democratic Republic of Congo (formerly Zaire), which are malevolent dwarf spirits of dead ancestors. They live in dense forests, use magical bells to hypnotize their prey, and have a connection to vegetation (such as hair grass), but are essentially small, cunning humanoids, not animals or elementals.</p><p>Description: Small humanoids with greenish skin and piercing eyes, with a natural affinity for illusion and deception. They are solitary nomads or live in small clans, known for their cunning and tendency to lay mental rather than physical ambushes.</p><p>Racial Traits: </p><p>+2 Dexterity, +1 Intelligence.</p><p>Size: Small.</p><p>Speed: 25 ft.</p><p>Darkvision (60 ft.). </p><p>Hypnotic Bell: Once per day, you can cast the charm person (1st level) spell without components, using Intelligence as your casting ability.</p><p>Forest Camouflage: Advantage on Stealth checks in wooded or jungle terrain.</p><p>Languages: Common, Sylvan, and one additional language (such as a Bantu-inspired tribal language).</p><p>Campaign Integration: Ideal for rogues or trickster bards. In a D&D world, they could be reincarnated spirits seeking redemption or vengeance against invaders of their ancestral lands.</p><p></p><p>2. Tokoloshe (Inspired by the mischievous goblins of Zulu folklore) </p><p>Inspiration: Taken from the tokoloshe of Zulu and Xhosa mythology in South Africa, a small, furry goblin created by witches to cause chaos. It is a tiny humanoid with powers of invisibility and manipulation, but it is not an anthropomorphic animal nor is it bound to any elements; it focuses on witchcraft and spiritual deception.</p><p>Description: Tiny humanoids of sturdy build, with grayish skin and an aura of mystery. They are known for their supernatural stealth and their ability to infiltrate homes or societies, often as guardians or saboteurs.</p><p>Racial Traits: +2 Constitution, +1 Charisma.</p><p>Size: Small.</p><p>Speed: 25 ft.</p><p>Darkvision (60 ft.) </p><p>Mischievous Invisibility: Once at short rest, you can become invisible for 1 minute or until you attack/attract attention (similar to 2nd-level invisibility, but limited).</p><p>Magic Resistance: Advantage on saving throws against enchantment spells.</p><p>Languages: Common, Dwarven, and one additional language (inspired by South African languages such as Zulu).</p><p>Campaign Integration: Perfect for warlocks or sorcerers with warlock pacts. They could be a race of "guardian goblins" protecting villages from evil spirits, but with a capricious side that makes them unpredictable.</p><p></p><p>3. Asanbosam (Inspired by the arboreal vampires of Ashanti folklore) </p><p>Inspiration: Based on the asanbosam (or sasabonsam) of Ashanti mythology in Ghana, a vampiric humanoid with iron teeth and claws on its feet for hanging from trees. it centers on predation and life in the treetops.</p><p>Description: Tall, slender humanoids with mottled dark skin and sharp teeth, adapted to arboreal life. They are solitary hunters with a strange code of honor, feeding on blood but respecting the strong.</p><p>Racial Traits: +2 Strength, +1 Wisdom.</p><p>Size: Medium.</p><p>Speed: 30 ft. (climbing 20 ft.).</p><p>Darkvision (120 ft.). </p><p>Predatory Bite: As a bonus action once on short rest, you can bite an adjacent creature (melee attack, proficiency + Strength; 1d4 piercing damage + 1d4 life drain that heals you).</p><p>Tree Pendant: Advantage on Athletics checks for climbing, and you don't fall prone on a failed climb attempt.</p><p>Languages: Common, Giant, and one additional language (inspired by Akan or Ashanti).</p><p>Campaign Integration: Good for barbarians or predator rangers. In a campaign, they could be a nomadic race migrating between jungles, allying with adventurers against greater threats like dragons or invaders.</p><p></p><p>4. Kitunusi (Inspired by the shadow spirits of sub-Saharan folklore, <u>adapted from Nyambe</u>) </p><p>Inspiration: Influenced by the kitunusi of the <u>Nyambe setting</u> (inspired by African myths), who are gnomes with ties to shadows and darkness, based on subterranean spirits and guardians of the occult in folklore such as that of the Bantu peoples. </p><p>Description: Pale-skinned gnomes with deep black eyes, from a secretive society that values emotional control. They live in hidden communities, manipulating shadows for protection and exploration.Racial Traits: </p><p>+2 Intelligence, +1 Dexterity.</p><p>Size: Small.</p><p>Speed: 25 ft.</p><p>Darkvision superior (120 ft., you treat darkness as twilight). </p><p>Shadow Manipulation: You can cast Wizard's Hands at will, but only to manipulate shadows (such as creating minor illusory forms).</p><p>Emotional Resilience: Advantage on saving throws against fear and charm.</p><p>Languages: Common, Gnomish, and one additional language (inspired by Central African languages).</p><p>Campaign Integration: Excellent for stealthy wizards or rogues. They could be a race of "shadow guardians" who combat spiritual corruptions, integrating into guilds or mystical orders.</p><p></p><p>5. Abiku (Inspired by the child spirits of Yoruba folklore) </p><p>Inspiration: Based on the abiku of Yoruba mythology in Nigeria and Benin, child spirits who are repeatedly born and die, possessing supernatural powers. They are ethereal humanoids with connections to the spirit world, they represent cycles of life and death.</p><p>Description: Humanoids of eternally youthful appearance, with ethereal markings on their skin that glow faintly. They are wanderers with an innate connection to the ancestors, often seen as bearers of luck or curses.</p><p>Racial Traits: +2 Charisma, +1 Wisdom.</p><p>Size: Medium.</p><p>Speed: 30 feet.</p><p>Ancestral Touch: Once per day, you can cast speak the dead (3rd level) without components.</p><p>Eternal Cycle: When you fall to 0 hit points, you have advantage on a death roll (representing spiritual resilience). Languages: Common, Celestial, and one additional language (inspired by Yoruba).</p><p>Campaign Integration: Ideal for clerics or spirit paladins. In D&D, they could be a race of "children of fate" who travel to break cycles of family tragedies, allying with parties in resurrection or exorcism quests.</p><p></p><p>[ATTACH=full]426224[/ATTACH]</p><p>[ATTACH=full]426225[/ATTACH]</p></blockquote><p></p>
[QUOTE="LuisCarlos17f, post: 9829309, member: 6802378"] I asked Grok to create PC species inspired in African folklore and myths but without being antropomorphic animals, linked to water like tritons or elements like genasi. Somebody could say it may be cultural apropiation but my own opinion is this could help other communities to gain "soft power". If we get used to see speculative fiction inspired into other cultures then to teach to respect these should be easier. [ATTACH type="full" width="367px" size="784x1168"]426227[/ATTACH] 1. Eloko (Inspired by the dwarf spirits of Congolese folklore) Inspiration: Based on the eloko of the folklore of the Democratic Republic of Congo (formerly Zaire), which are malevolent dwarf spirits of dead ancestors. They live in dense forests, use magical bells to hypnotize their prey, and have a connection to vegetation (such as hair grass), but are essentially small, cunning humanoids, not animals or elementals. Description: Small humanoids with greenish skin and piercing eyes, with a natural affinity for illusion and deception. They are solitary nomads or live in small clans, known for their cunning and tendency to lay mental rather than physical ambushes. Racial Traits: +2 Dexterity, +1 Intelligence. Size: Small. Speed: 25 ft. Darkvision (60 ft.). Hypnotic Bell: Once per day, you can cast the charm person (1st level) spell without components, using Intelligence as your casting ability. Forest Camouflage: Advantage on Stealth checks in wooded or jungle terrain. Languages: Common, Sylvan, and one additional language (such as a Bantu-inspired tribal language). Campaign Integration: Ideal for rogues or trickster bards. In a D&D world, they could be reincarnated spirits seeking redemption or vengeance against invaders of their ancestral lands. 2. Tokoloshe (Inspired by the mischievous goblins of Zulu folklore) Inspiration: Taken from the tokoloshe of Zulu and Xhosa mythology in South Africa, a small, furry goblin created by witches to cause chaos. It is a tiny humanoid with powers of invisibility and manipulation, but it is not an anthropomorphic animal nor is it bound to any elements; it focuses on witchcraft and spiritual deception. Description: Tiny humanoids of sturdy build, with grayish skin and an aura of mystery. They are known for their supernatural stealth and their ability to infiltrate homes or societies, often as guardians or saboteurs. Racial Traits: +2 Constitution, +1 Charisma. Size: Small. Speed: 25 ft. Darkvision (60 ft.) Mischievous Invisibility: Once at short rest, you can become invisible for 1 minute or until you attack/attract attention (similar to 2nd-level invisibility, but limited). Magic Resistance: Advantage on saving throws against enchantment spells. Languages: Common, Dwarven, and one additional language (inspired by South African languages such as Zulu). Campaign Integration: Perfect for warlocks or sorcerers with warlock pacts. They could be a race of "guardian goblins" protecting villages from evil spirits, but with a capricious side that makes them unpredictable. 3. Asanbosam (Inspired by the arboreal vampires of Ashanti folklore) Inspiration: Based on the asanbosam (or sasabonsam) of Ashanti mythology in Ghana, a vampiric humanoid with iron teeth and claws on its feet for hanging from trees. it centers on predation and life in the treetops. Description: Tall, slender humanoids with mottled dark skin and sharp teeth, adapted to arboreal life. They are solitary hunters with a strange code of honor, feeding on blood but respecting the strong. Racial Traits: +2 Strength, +1 Wisdom. Size: Medium. Speed: 30 ft. (climbing 20 ft.). Darkvision (120 ft.). Predatory Bite: As a bonus action once on short rest, you can bite an adjacent creature (melee attack, proficiency + Strength; 1d4 piercing damage + 1d4 life drain that heals you). Tree Pendant: Advantage on Athletics checks for climbing, and you don't fall prone on a failed climb attempt. Languages: Common, Giant, and one additional language (inspired by Akan or Ashanti). Campaign Integration: Good for barbarians or predator rangers. In a campaign, they could be a nomadic race migrating between jungles, allying with adventurers against greater threats like dragons or invaders. 4. Kitunusi (Inspired by the shadow spirits of sub-Saharan folklore, [U]adapted from Nyambe[/U]) Inspiration: Influenced by the kitunusi of the [U]Nyambe setting[/U] (inspired by African myths), who are gnomes with ties to shadows and darkness, based on subterranean spirits and guardians of the occult in folklore such as that of the Bantu peoples. Description: Pale-skinned gnomes with deep black eyes, from a secretive society that values emotional control. They live in hidden communities, manipulating shadows for protection and exploration.Racial Traits: +2 Intelligence, +1 Dexterity. Size: Small. Speed: 25 ft. Darkvision superior (120 ft., you treat darkness as twilight). Shadow Manipulation: You can cast Wizard's Hands at will, but only to manipulate shadows (such as creating minor illusory forms). Emotional Resilience: Advantage on saving throws against fear and charm. Languages: Common, Gnomish, and one additional language (inspired by Central African languages). Campaign Integration: Excellent for stealthy wizards or rogues. They could be a race of "shadow guardians" who combat spiritual corruptions, integrating into guilds or mystical orders. 5. Abiku (Inspired by the child spirits of Yoruba folklore) Inspiration: Based on the abiku of Yoruba mythology in Nigeria and Benin, child spirits who are repeatedly born and die, possessing supernatural powers. They are ethereal humanoids with connections to the spirit world, they represent cycles of life and death. Description: Humanoids of eternally youthful appearance, with ethereal markings on their skin that glow faintly. They are wanderers with an innate connection to the ancestors, often seen as bearers of luck or curses. Racial Traits: +2 Charisma, +1 Wisdom. Size: Medium. Speed: 30 feet. Ancestral Touch: Once per day, you can cast speak the dead (3rd level) without components. Eternal Cycle: When you fall to 0 hit points, you have advantage on a death roll (representing spiritual resilience). Languages: Common, Celestial, and one additional language (inspired by Yoruba). Campaign Integration: Ideal for clerics or spirit paladins. In D&D, they could be a race of "children of fate" who travel to break cycles of family tragedies, allying with parties in resurrection or exorcism quests. [ATTACH type="full" width="582px" size="784x1168"]426224[/ATTACH] [ATTACH type="full" width="581px" size="784x1168"]426225[/ATTACH] [/QUOTE]
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