Triton Species in Dromaria | World Anvil

Triton


"I do not stand by in the presence of evil. If the Upiryrials will guide the planting of the World Trees on land, we will undertake the sea's portion. We will carry Ebon to the wastes, to the abyss beneath the continent. There she will take root, stabilizing the elemental currents of the world. These pathways will forge Narwel's gate to Dromaria, but more significantly, they will arm us against the horrors above and below. This is our battle, the world's battle, and we will fulfill our duty."  
~ Attalita Narwel
Champion of Narwel
Recounting from the artifact Undertow
 

Description


Tritons, the chosen people of the goddess Narwel, are masters of the tides and the ocean's murky depths. These humanoids find comfort more in the seas than on land, although they have recently returned to Dromaria's shores after thousands of years. With a strong belief in preserving the equilibrium between land and sea, tritons employ a combination of arcana and technology to serve as guardians of the waters.   Their skin, scales, and fins come in various shades of green and blue, complemented by matching hair and eyes. Tritons are typically smaller than humans, averaging heights around 5 feet and weights of approximately 100 lbs. Despite their slimmer frame, many tritons are extremely muscular from years of swimming. The fins, which adorn their arms and legs, aid in underwater navigation, along with their webbed hands and feet. Triton eyes have a slight glow underwater, an adaptation to the darkness of the deep.   Tritons' clothing reflects their natural surroundings, favoring organic materials and scavenged armor. Most reach maturity at around 20 years of age, with an average lifespan of around 120 years when living in aquatic environments. However, when living too long on land, Triton's lifespans shorten to about 80 years.  

Societies


Tritons lived in isolation for millennia, resulting in a detachment from modern society. While separated, they have formed ways of life that are entirely alien in comparison to land-based civilizations. Their seclusion has led to a culture steeped in its own rituals and social structures.   The oceans are a treacherous place, leading most who live there to gather in a single location. The submersible metropolis of Flotsodom is a marvel of technology, combining mastery over water with a complex, yet coordinated blend of magic and mechanics. Navigating freely across Dromaria's seas, Flotsodom houses grand underwater gardens, extensive libraries, and vast chambers for communal gatherings. Governed by a council of elders called Clarion Fortuna, the city operates on principles of shared responsibility, with a newfound focus on maintaining peace between the aquatic and terrestrial worlds. The architectural designs of Flotsodom, featuring interwoven organic structures with crafted carved stone, reflect the tritons' connection to both natural and developed environments.   Since their return to the shores of Dromaria, tritons have been seen mostly in coastal towns and cities, beginning to speak with locals about the modern age. Flotsodom is often found in the country of Frijring, at a location known as the Eye of Narwel, but has been seen across every ocean, becoming a symbol of the tritons' reconnection with the surface world. Their integration into land-based society is still a gradual process, marked by many challenges and concern about their goals.  

Clarion Fortuna


Clarion Fortuna, a council of five tritons blessed by Narwel, navigates an unprecedented challenge in Flotsodom's history: a vacant seat and a divided leadership. With the recent loss of Narwel's champion, Chapel Whitewater, the balance has shifted, resulting in a tense stalemate.   The council's majority-rule principle is now thwarted, causing an uneasy pause in decision-making. Tritons look to Undertow, the historic trident in the council's possession, for guidance and connection to Narwel, but find no immediate answers.   In a time when their mission to honor Narwel and protect triton tradition is more vital than ever, Clarion Fortuna grapples with diverging goals and strained relationships. The questions of isolation or engagement with the surface world hang in the balance, and the council's next steps are watched with both anticipation and trepidation.
 

Triton Traits


Ability Score Increase
Your Strength score increases by 2. Your Charisma score increases by 1.   Creature Type
You are a Humanoid.   Size
You are Medium.   Speed
Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.   Amphibious
You can breathe air and water.   Darkvision
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 discern colors in that darkness only as shades of gray.   Narwel's Protection
When you are hit by an attack, you may use your reaction to create a shield of water that absorbs damage. You reduce the damage by 1d10 + your proficiency modifier. If you are submerged in water when using this ability, you reduce the damage by 2d10 + your proficiency modifier instead. You can’t use this feature again until you finish a long rest.   Oracle's Gift
You can cast Speak with Animals as a ritual spell with this trait. Starting at 3rd level, you can cast the Augury spell with this trait. Starting at 5th level, you can also cast the Clairvoyance spell with it. Once you cast Augury or Clairvoyance with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.   Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select triton).   Tidal Combatant
While you are swimming or fighting in water, you have advantage on Athletics checks.   Waterborne Weaponry
As an action you may form water into a weapon that you are proficient with. This weapon has the same properties as a normal weapon of its kind but deals an additional 1d4 bludgeoning damage on a hit. If you take cold damage the weapon freezes, causing it to deal an additional 1d4 cold damage instead of bludgeoning and to shatter after a successful strike. The weapon lasts for 1 minute, until shattered, or until you dismiss it as a bonus action.  

The underwater version of Rockfall, as introduced by the embers.

History


The origin of the tritons begins with the Nautilus, a vessel created by the god Dona at the behest of Narwel, the goddess of prophecy, storms, and seas. She understood the need for her chosen people to leave their home planet of Malkari, and prepare the new world of Dromaria for those who would follow. As they embarked on their exodus, Narwel gifted the tritons with Undertow, a powerful trident imbued with their collective knowledge and history.   Upon arrival, the tritons played a pivotal role in turning the tide of the conflict with the dragons, taking on the immense task of planting the Worldtree of Water, deep in the oceanic depths.   The tritons' heroics were met with betrayal when Seveth Van Dem, an Ancestor guardian, murdered their leader Attilita Narwel. Enraged and grieving, the tritons retreated into the Nautilus as they withdrew from the land dwellers. A furious goddess unleashed storms upon Dromaria for one hundred years, forever etching her fearsome reputation into the minds of the people. Upon settling far from those who had enraged Narwel, the submersible vessel was repurposed into Flotsodom, a city meant to support all of the tritons.   From there information becomes scarce for everyone but the tritons themselves. Their return to the surface in modern times is shrouded in mystery, though it is believed to be connected to the rediscovery of the lost Temple of Attilita Narwel and the relic Undertow. Their reappearance and assistance to the nation of Frijring marks a renewal of purpose and have been seen as a blessing from the once-wrathful goddess.   Their history, fraught with devotion, prophecy, sacrifice, betrayal, and resurgence, tells the tale of a people bound to the seas and their goddess. Their very existence intertwined with the fate of Dromaria, the tritons continue to uphold Narwel's prophecy, safeguarding the oceans and their new home.
Backgrounds
  Here is a Dromaria specific background associated with tritons:     While this represents tritons from Flotsodom, people from anywhere could find themselves with a similar backstory.
Ember Embassy
  The ember's Mighty God was said to have visited Flotsodom during his divine pilgrimage, leaving a statue of his lost love. While other sea-dwelling peoples occasionally made their way to city, being the largest underwater civilization, it was not until 5,998 DA that embers with water affinity were given permission to erect an embassy within the city. Built around the likeness of Tarn Everbody, the embers were the first real outsiders to begin speaking with the long-forgotten tritons.   While the relationship has been strained at times, the two groups have found some semblance of understanding. The embers have begun to teach the tritons about the ways of the surface, while the tritons have started to adapt some of the new ways to work beneath the water.
Variant Traits
  If your campaign uses the optional rules from the 5e Player’s Handbook, your GM might allow these variant traits.    
Landlocked Tritons
These tritons have grown distant from their aquatic roots, whether by choice or circumstance, leading to a unique set of abilities. These traits take the place of Narwel's Protection and Oracle's Gift.   Adaptive Magic
You can cast Create or Destroy Water with this trait. Starting at 3rd level, you can cast the Acid Arrow spell with this trait. Starting at 5th level, you can also cast the Daylight spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.   Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select triton).   Water Walk
You have grown accustomed to walking everywhere, including across water. You can move across liquid surfaces, such as water, mud, and snow, as if it were harmless solid ground.    
Seawitch Tritons
These Tritons have devoted themselves to mastery of magic and spiritual connections, rather than physical prowess. These traits take the place of Tidal Combatant and Waterborne Weaponry.   Elemental Resonance
You understand the element of water in all its forms. When you cast a spell that does acid, fire, lightning, or poison damage you may change the damage to cold, and increase the damage dice by one type. You can’t use this trait again until you finish a long rest.   Hydro Surge
While casting an offensive spell you may add an additional surge of water to boost its effectiveness. If you make a spell attack you may add additional bludgeoning damage equal to your proficiency modifier. You may use this trait a number of times equal to your CHA + your proficiency modifier, regaining all expended uses after a long rest.
The Temple of Attilita Narwel
  Once concealed beneath the sea, the tomb of Attilita Narwel has been revealed as a monumental find for triton history. Four wings showcase diverse aspects of the culture, including their migration to Dromaria and their origin on the distant planet Malkari. The majority of the credit is placed on Attilita, a champion who led her people through their expedition.   The recent unearthing of the temple, also led to the discovery of Undertow, the weapon wielded by Attilita, and vessel for the entire history of their people. Hidden chambers and artifacts continue to be uncovered, furthering the knowledge of the time. This discovery promises to shed light on a period that had been lost, reconnecting present-day Dromaria with its heritage.
Cultural Tidbits
 
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Tritons who live apart from the majority are rare but do exist. They are most likely found around Zan'deil, where some of the old homes still exist within the Drakefire Ocean.  
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Flotsodom has raised giant seahorses as a method of transportation around the city.  
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Ancient texts of the tritons are surprisingly absent from all current collected knowledge, so much so that scholars have begun to dedicate their lives in the search for who is responsible for the removal.


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