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#fire nation and earth kingdom are more varied due to size but most people have gold and green eyes respectively because
ty--luko · 3 years
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Atla fandom stop making everything about race challenge
#I'm a poc too but damn if it isn't irritating how y'all nitpick every single thing about the series and go 'sEE IT'S RACIST'#as someone with experience with the creative endeavors that come with creating a series I can tell you firsthand#none of the decisions y'all find 'blatantly racist' (which more often than not they're not. they're really not)#were made to purposefully appeal to a 'white' audience. y'all really think the creators would think about that while creating a show#that largely takes inspiration from Asian cultures. girl they wanted to make cool people who control water#and they have dark skin with blue eyes because it looks COOL and it makes sense from a design standpoint.#sure the water tribe having brown eyes would make more sense in real life but here's the thing#it isn't real life. it's fiction. and it was never meant to be the pinnacle of representation#these characters were created to fit in with the universe's context in mind#water tribe people have blue eyes because they have a connection to water. airbenders have grey eyes because they're connected to air#fire nation and earth kingdom are more varied due to size but most people have gold and green eyes respectively because#you guessed it#they match their elements#and also. since when is it racist to take inspiration from other cultures????#see I'd get it if Bryke parodied them and / or hid their inspirations#but they very openly discuss - and not only that. they embrace - them#they did so much research and spent so much time learning about these cultures not so they could 'rip them off' like so many people claim#but to build a FICTIONAL world with them#how is it different from. say. a manga artist making a series that takes heavy inspiration from cowboy culture#y'all wouldn't even bat an eye because it's (probably) a Japanese person right#even if it was grossly misrepresented#I swear y'all will see a white person do anything and jump at their throat for it#anyway im done ranting#listen. I'm not saying atla is perfect in its portrayal of real life cultures#but at the same time. it doesn't need to be#representation was never the shows's goal and while it is valid to criticize some misses#some of y'all truly do look at every single tiny detail of this show and make a big deal out of it saying it's 'so racist'#when really. it's not. I'm telling you from experience. stop#incoherent screeching#this is gonna make people mad but idec im so tired man
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So I know the comics discussed lgbt stuff in the Avatar world and while I mostly agree I'm also giving my own take on it. So here we go:
Air Nomads:
Love is love and gender is fake.
Gay? Bi? Pan? Ace or Aro? It's chill. Trans or nonbinary? That's good too.
Fire Nation:
It was in the "kinda homophobic but making progress" until Fire Lord Sozin fucked that all up like he fucked up everything else. Once Zuko takes the throne he fixes that and puts laws in place for gay and trans rights.
Water Tribe:
Their feelings on sexuality is that it's okay but shouldn't be a big deal. Not in the homophobic was of "you can be Gay, I just don't want you shoving it in my face" way but just.
It's okay to be gay, so why announce it or come out or have any kind of Pride Parade? Just romance your prefered gender(s) like normal.
Transgender though is more complicated, due to the Water Tribe having such strict gender roles. People aren't usually as accepting. And those that are accepting tend to be the "you must overpreform femininity/masculinity or you'll get the side eye" type. And honestly mentioning nonbinary genders might just confuse most of them.
Earth Kingdom:
Due to the Earth Kingdom's size, things vary over the region.
On a legal level, gay marriage and being trans are legal. But laws to protect their rights are left to the individual cities.
Places like Omashu are super lgbt friendly, as is Kyoshi Island. But Gaoling is more disapproving.
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jeragar · 3 years
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Homebrew Race: Pagheim Elf's
Hey i want to see if a homebrew race of mine is well balanced, please leave a comente and don't repost this. This race is a custom race for my book. It is not complete yet, but i would like some feedback
Pagheim Elf's
"Ishvalda gave us new life, but at great cost"
The head monk, Sarutobi, was finishing his prayers in the temple, remembering one of the most important verses of their sacred texts. He looked around the other members, all their heads shaved,  a reminder of their simple lifes. After a brief pause he proceeded: "But the cost of immortality as worth it, so we could enjoy a life full of challenges to overcome and wonders to surprise us". We joy they thanked the food and enjoyed their breakfast. So we also did, since we were their guests.
- Verse from the diaries of the Halfling Willian Adams
Cites tall as trees and made of intricate carpenter techniques, great swordsman and martial artists along sages and gurus are just a few of the things that define aspects of the elven cultures. Even though divided by land, faith, magic and tradition, all still respect Ishvalda gift that is their new life. Well, mos of them at least.
Similar but different
They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds, but can easily become heavier if given them enough food. Males and females look almost the same, and males are only marginally taller than females. Elves’ coloration encompasses the normal human but rarely are in lighter colors and also includes skin in shades of copper and sometimes ebony. They favor elegant clothing of silks in bright colors, and they enjoy simple yet lovely jewelry and well made wood craftsmanship.
The price of true life
Before Ishvalda the elves were immortal in the fay, however their lives were devoid of purpose. Ishvalda offered them a new life in the material plane in Pagheim, however they had to sacrifice their immortality and the possibility to return. At first they lived for 700 years, now they can't pass the 250, same as the dwarves of Pagheim who once lived for 400 years. Besides that they lost the ability to return to the fey when they die and often prefer to reincarnate, to become a perfect soul and one day return. Such ideals made their cultures revolve around perfection and self improvement and companionship. Even the lowest thief will try to be the best and strongest, and will die to protect his friends (if he is honorable).
Five kingdoms first, three left
Elven kingdoms can be divided in five groups: The island of the Kaze Yōsei or wind elfs, the jungle kingdom of the Aag Yoginee or fire elfs, the half country of the Kkoma Yojeong, the small communities and temples of the Yù Jīnglíng and the mysterious kingdom of the Dark elves. Due to their distance and long tragedies, most of their culture became fractured in many diverse and unique ways. The wind elfs prefer to avoid overuse metal due the lack of it in their islands, while the jade elves covered their palaces in gold. Since the destruction of their kingdom, alongside the kingdom of the river elves, there isn't a jade nor river elf government. But if there is something they agreed is that the dark elves are weird and melodramatic.
In search for something
Elves that take on the adventure life when they are in search of something. It can be becoming the best warrior, the greatest sage, the greatest pirate or even the best cook. The desire of being the best at something, helping the people or of surpassing their own expectations is what drives the elves of any nationality to go adventuring. Sometimes Honor will be one of the key factors for them oher the desire to connect with the world. Searching for their place in the world is what drives them.
Brave but intense
Even though they make the best martial artists, they tend to be extreme in some aspects. Be it in their tales or themselves they always expect a lot from the other races, witch causes them to sometimes see the others as either not strong, graceful or espiritual as them. Still, they know when someone is worthy of respect.
Dwarves "Strong, but stubborn. How they manage to stay alive if they fight a lot against each other surprises me. Then again, it was the discord of the jade emperor that made most of our people die in the tragedy of jormungand. They are also worthy smits, since they have the best metals"
Humans "Confusing and disorganized most of the time. The ones form the desert and of darkish skin are extremely beautiful. Sure they have a more organized political system and good warriors, but they never have been in civil war for over a century." 
Dragons "Brute, rude and sometimes crazy. Is easy to be surprised by their skalds singin of their battles, their art and brave warriors. They might be simple compared to us, but they are honofull and they respect worthy foes. Wish they could be like our lungs though."
Elven names
Elven names vary with their subraces, but all are well thought and have deeper meaning. The Kaze Yōsei, Kkoma Yojeong and Yù Jīnglíng firts say their family name then their first name, mostly referring the children by their given name, but the Aag Yoginee say the family name first then the initials of their given name. Only the dark elves follow the rule of given name first and family name last, but for other reasons. Your names are defined by the elven culture you were raised by.
Elven traits
Your elf character has a variety of natural abilities, the vestiges of your fey origins.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elves stop aging naturally when they reach 50, and they can live up to 250 years.
Alignment. Elves love freedom, variety, and self expression, but they do it so through either chaos and order, same as the world. They value and protect their own freedom, and they are more often neutral than not. The Dark elves are an exception; their self-exile into the Underdark has made them more chaotic. 
Size. Elves range from under 5 to over 6 feet tall and have, sometimes, slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet. 
Darkvision. Accustomed to the dark nights and the adoring the night sky, 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.
Language. You can speak, read, and write Common and Elven. Elves do not possess a common language between themselves, but their spoken languages can be understood by the other members due their roots. 
Subrace. Due to tragedies and geographical preferences they became divided in five main subraces: Kaze Yōsei (Wind elves), San Yojeong (Mountain Elves), Aag Yoginee (Fire elves) and Yù Jīnglíng (Jade elves). Choose one of these subraces.
Aag Yoginee (Fire elves)
One of the oldest elven cultures and the one that gave origin to the mountain orcs, due their faith in Ishvalda. Passionate and driven by faith the Fire elves are now for their spirituality, as well for their combat techniques. Their bodys are flexible as the vines from their trees, their culture is well rooted in the belief of reincarnation and futility for material conceptions and illusions such as wealth, gender and class. That unfortunately doesn't stop them for having a caste system among themselves. They generally have darker or tanned skin, hair dark as the night or withe as ivory and eyes of darker colors.
Ability Score Increase. Your Wisdom score increases by 1.
Elven weapon training. You have proficiency in short-swords, scimitars, hand crossbows, hand axes and long crossbows.
Yoginee yoga. Your unarmed attacks possess the reach property, you also don't need to sleep, you stay in a trance semiconscious, for 4 hours a day. After that you gain all the benefits that other humanoids do from 8 hours of sleep.
Gift of the chakras. Due to the teachings of Ishvalda and the many incarnations of Shiva, the first Aag Yoginee, you possess the ability to reach one of the seven chakras in your body and have special abilities granted by them. However the process is imperfect so you can only have one chakra activated at first. When you reach 5th level you gain the ability to change between chakras after a 8 hour long rest. Chose one of the following:
Muladhara. The "root" chakra. Those born with this chakra unlocked are innate survivors due this chakra connection to the earth. You have advantage in saving throws against being frightened as you are no longer blocked by fear. You know the cantrip Mold earth. At 3rd level you can cast the Sanctuary spell once without expending a spell slot or using material components.
Svadhishthana. The chakra that establishes the "self". Those with this chakra unlocked are happy as they follow the flow of the river, same as the water the chakra represents. You have advantage in saving throws against being Charmed since you are free of worries and guilt. You know the cantrip Shape water. At 3rd level you can cast the Expeditious Retreat spell once without expending a spell slot or using material components.
Manipura. The brightest chakra "the jewel city". These chakra might be the best to represent the fire elves' way of living, be it represented by the element or by giving strong will to their bearers. You have advantage in Constitution saving throws as you no longer feel ashamed of yourself. You know the cantrip produce flame. At 3rd level you can cast the Absorb elements spell once without expending a spell slot or using material components.
Anahata. The chakra of those who are "unhurt". The chakra of love and purity, those born with this chakra unlocked are free of grief and able to love many others. You have advantage in wisdom saving throws as you no longer feel grief of having old loves. You know the cantrip gust of wind. At 3rd level you can cast the Charm Person spell once without expending a spell slot or using material components.
Vishuddha. The chakra of space and of the "Purest". Those born with this chakra unlocked are trustworthy and hard to deceive using lies. You gain proficiency in Perception checks as you no longer are blocked by lies. You know the cantrip Word of Radiance. At 3rd level you can cast the  Detect Thoughts spell once without expending a spell slot or using material components.
Agya. The cakra of "Command". Those born under this chakra no longer are tricked by the illusions of the material world and live knowing the truth. You gain proficiency in insight as you unlock the third eye. You know the cantrip Mind Sliver. At 3rd level you can cast the Augury spell once without expending a spell slot or using material components.
Sahasrara. The "thousand-petaled" chakra. These chakra might be the best to represent the fire elves' passion of comunion among the cosmic power of the universe. You gain proficiency in Religion as you no longer feel attached to the material world. You know the cantrip Resistance. At 3rd level you can cast the Enhance Ability spell once without expending a spell slot or using material components.
Kaze Yōsei (Wind elves)
Chosen to live in the mysterious islands close to the dragon and dwarven kingdoms, they are persevere and almost as passionate as the fire elves. The wind is your guide, as well as the elements surrounding them. The mysterious spirits surrounding them as well as many years of conflict have forged them into a proud and strong nation. Sometimes hornful others cunning, their origins always help shape their destinies. Hair dark as the coal and skin mostly withe and blue eyes on the north, hazel in the south and brown in the middle, they are different as they come.
Ability Score Increase. Your strength score increases by 1.
Elven weapon training. You have proficiency in longsword, shorts-word, Quarterstaff, spear and longbow.
Spirit of Kaze. You gain an extra 5ft of movement and also when you are reduced to 0 hit points but not killed outright, you can do one action before losing your consciousness. The action can not be class related (like two extra attacks) and you can only do it once per long rest.
Yōkai marks. Due to their faint connection with the spiritual and elemental side of the fey, mostly by the high spirits known as Kami, the Wind elves are born with a special mark and the presence of a yokai companion. Each mark reflects the Yokai main characteristics. You can always invoke your Yokai as if by the spell find familiar, without expending material components or having to cast a one hour ritual. However they have the following limitations:
You can't change the appearance of your Yōkai unless you have the mark of the trickster. If you do they can change once per short rest.
The Yokai stats and skills are the same as the creature he looks like, but he knows the same number of languages as you.
The Yokai can't interact with anything physically.
The Yokai appearance is related to the type they are. If you have the mark of the mimic your Yokai looks like an average object, if it is the mark of the trickster they might look like a fox or a tanuki for example.
You can't cast any spell through them, unless they are spells related to your mark. Those they can cast the same amount of times as you.
Their size can't be higher than medium, unless you have the mark of the colossus.
The Yōkai have only one action and bonus action, however they can use your class passive abilities and actions that don't cause harm or are not used to attacks (such as rage and extra attack), or that affect or give the ability to cast spells.
All yokai have darkvision of 60ft and flight speed of 10ft (unless they are an animal that can fly).
Chose one of the marks bellow, and work with the DM what Yōkai you have for their appearance and quirks:
Mark of strength: The strength of the mighty Oni, or the terrible Mazoku now reside inside you. Once per long rest you can use your bonus action to make yourself count as one size larger and gain advantage in all strength based rolls, attacks included, for one minute. At 3rd level when you use your transformation your appearance changes to something more unnatural (extra eye, one horn etc) and you gain a claw attack that deals 1d4 plus your strength modifier. At level 5 your transformation now grants you the ability to subtract 1d4 damage from any damage that isn't psychic and add 1d4 damage to all your strength based attacks.
  Mark of the trickster: Be the mark of a Kitsune, the Tanuki or the Bakeneko you are born with magical trikery abilities. You gain the Prestidigitation cantrip and the minor illusion cantrip. At 3rd level you can cast the spell Disguise self at will without material components. And at 5th level you can cast the spell alter self once per day, but the spell can also change your size and basic shape, doing so doesn't give you the abilities of the race or change your stats, it also reduces your movement to 20 ft if you grow larger or smaller than your natural size. 
Mark of the elements: The power of the mighty Tengu or the weather abilities of the Ame Onna, you are gifted with their elemental based abilities. At first level you chose two of the following cantrips: Control Flames, Produce Flame, Shocking Grasp, Thunderclap, Druidcraft, Mold Earth, Gust, Thaumaturgy, Acid Splash or Ray of Frost. At 3rd level you gain the ability to cast one of the following spells once per day without expending a spell slot: Burning Hands, Catapult, Chaos Bolt, Create or Destroy Water, Earth Tremor, Faerie Fire, Feather Fall, Jump or Thunderwave. At 5ft level, once per log rest you gain the ability to either gain a fly speed of 10ft, be able to breathe underwater, use the hellish rebuke spell once per turn, gain a +1 to your total AC or cause one extra 1d6 lightning damage for one minute.
Mark of the colossus: Be the mighty Nurikabe, the dreadful Gashadokuro or the gargantuan Bakekujira, you share their size. At first level you gain one extra feet to your total size, you also can't be grappled by anyone that isn't larger or above. At 3rd level you can cast the Enlarge/Reduce spell without expending a spell slot or material components and you don't need to concentrate on it, but you can't cast on anyone but yourself, and you can only cause the enlarge effect. At 5th level while in your enlarged form, you can now add 1d6 damage to any strength based attack, if you fal on someone you cause 4d4 bludgeoning damage, but you can only move 15ft while in the enlarged form.
Mark of blood lust: The kamaitachi possesses a contradictory nature, being able to harm as well as heal. Now you share one of those traits. At first level you must choose either blood or balm:
Balm: Once per turn you can use your reaction to heal anyone you can see at 60ft with one 1d4. 
Blood: Once per turn you can use your reaction to cause 1d4 extra damage when you succeed on one attack roll.
At level 3rd level depending of what you chose before your ability is replaced by the following:
Greater Balm: Once per turn you can use your reaction to harm yourself 1 hit point to heal an ally 1d6 hit points, you can not do it to yourself.
Greater Blood: Once per turn you can use your reaction to harm yourself 1 hit point to gain 1d6 extra damage to your next attack until your turn ends.
At level 5rd level you gain one ability based on what you chose before:
Self Balm: Whenever you use your Greater balm ability you can now heal yourself a number equal to half the hit points healed, as the karmic response of your actions are rewarded.
Healing Blood: Whenever you cause damage to an enemy using your Greater blood ability, you recover a number of hit points equal to half the damage you caused him, as you lick the blood of his wounds
Mark of the mimic: The power of the Tsukumogami, or objects with spirits, are given to you, even though not good for combat it is great for espionage. At first level you gain proficiency with a set of artisan tools related to the object that is your Yōkai (Wood carving for Kasa-obake and Chōchin-obake) if you already have proficiency in the tools related to your Yōkai you can chose another one. At 3rd level you gain the ability to assume the shape of the object that your Yōkai is shaped. While in the from of the object the following things happen:
Your max hit points is one.
Your total AC is 10. 
Your total speed is 10ft.
You can't cast spells because you can't talk or do any somatic movements.
You can only do one action and bonus action and use your passive class abilities.
You keep your equipment but you can use it.
You can only look like the object of your Yōkai (Umbrella, lantern etc) and you can't change it for another.
You can do this a number of times to equal your proficiency, after that you must take a long rest before you can do it again. At 5th level your ability to become your Youkai object evolves, you now have the following benefits:
When you roll for stealth you count as if you had expertise on it.
Your max Hit points now is 5. 
You can now use objects as your arms can now appear and disappear from the object you are shaped like. 
You can now cast spells that don't have the verbal component.
Your total speed is now 15ft.
While in the object form you can gain a number of temporary hit points when you consume a weird substance (Ex: oil from the lanterns). Work with your DM to define what substance you can consume. The number of temporary hit points you gain  is equal to your proficiency bonus.
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