Salama: En pysty edes huutamaan
Lepakkomies ja Robin Superkirja (1971)
PiirtÀjÀ: Gil Kane

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Salama: En pysty edes huutamaan
Lepakkomies ja Robin Superkirja (1971)
PiirtÀjÀ: Gil Kane
Salama/lightning đ«đź / GoPro Hero 9 Black
Salama
âAdorable, certainly, but these little amphibians hide some real promise in their surprising ability to get themselves in all manner of situations and come out unscathed.â
âGizzik
A diminutive, amphibious race of salamander folk, the salama live simple lives as nomads that wander the Fey Forest or the ocean south of it.
Roving Wanderers
Salama rarely settle down and call a specific place home. They prefer to wander the areas they live in, sometimes as lone individuals or small groups, but usually in a tribe of other Salama.
These tribes wander among the forest and coast, some of the largest tribes reaching sixty members. Each tribe is led by two salama; an Elder and a Shaman. Elders are the salama with the most experience, though they are expected to step down if their judgement becomes clouded.
Shamans, however, are chosen by an archfey. There is only one in each tribe of salama, and when one dies, another salama receives a vision offering them the position soon after. The shaman becomes a warlock to that archfey, allowing the fey to speak through them. Tribes of salama are often held on retainer for years and are called to action when the fey desires something they can be of assistance with. As such, salama have grown to revere the fey somewhatâ a difficult reverence to break, for any that wish to.
Innate Curiosity
Salama wander the land partially out of necessity. It allows them to gather resources from a wide area, rather than draining a smaller one dry, and it is often safer to keep moving in the dangerous fey forest. However, another factor drives their wanderlust.
Salama are innately extremely curious about the world around them. They want nothing more than to see something new or travel to a place they have never been to before. A well-travelled salama is treated with the same reverence as a tribal elder because of their stories and knowledge. Few salama find true contentment with what they have seen, but it is the goal of every salama to reach that point. This has led to many salama splitting away from their tribes and venturing into the wider world.
Of Land and Sea
Salamaâs natural wanderlust has long since driven many of them to explore the ocean south of them. Over the centuries, these salama have become adapted to mostly undersea life, while their land-bound cousins hardened to the ways of the forest.
Whichever type of salama you come across, they will be immediately recognizable by their short, slimy bodies and tails, as well as their squat faces, large eyes, and snouts containing a long tongue.
Salama Names
Salama are given their names from the Sylvan language, granted by the tribe based on the noticeable traits of a young salama. These names often do not line up with what the salama grows up to be but are rarely changed.
A salama with unusually large eyes might be named Lifâlier, or âBig Eyes.â A child with a penchant for mischief could be named Gablira, or âTrouble.â Salama make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.
Salama Names: Aazira (Bird), Cevirâtas (Jumping One), Gablira (Trouble), Lifâlier (Big Eyes), Pizzik (Stick)
Salama Traits
Immensely curious about all things and subtly guided by the archfey, your salama character has a number of abilities at its disposal.
Ability Score Increase. Your Wisdom and Charisma scores each increase by 1.
Age. Salama reach adulthood by the age of 10, and most can live up to 100 years.
Alignment. Salama have little draw towards law or chaos, good or evil. Instead, they prefer to take things as they come, finding themselves pulled into neutrality more often than not.
Size. Salama stand around 3 feet in height and are usually very lightweight. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. 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 canât discern color in darkness, only shades of gray.
Amphibious. You can breathe both air and water.
Naturally Curious. You gain proficiency with the Perception and Investigation skills.
Slippery. You have advantage on escape attempts against grapples and restraints.
Feysworn. Most salama have been conditioned since before they hatch to revere the fey. You have disadvantage on charisma saving throws and insight checks against fey creatures.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Two main subraces of Salama populate Jadeclyff: Forest Salama and Aquatic Salama. Choose one of these subraces.
Forest Salama
These salama did not venture from their forest homes, instead remaining travelling among the trees and simply enjoying their nomadic life. Their deep connection to nature has granted them some innate, magical bond to it, granting them access to some amount of magic.
Usually black or forest green, while yellow, red, or orange spots are not uncommonly found spattering these salama. Their greatest defense is their ability to escape harm, climbing up trees before their foe can catch them.
Ability Score Increase. Your Dexterity score increases by 1.
Natural Climbers. You have a base climbing speed of 25 feet.
Innate Spellcasting. You know the Thorn Whip cantrip. When you reach 3rd level, you can cast the Grease spell once per long rest. When you reach 5th level, you can also cast the Plant Growth spell once per day. Wisdom is your spellcasting ability for these spells.
Aquatic Salama
The ancestors of these salama were not satisfied exploring the forest, and took full advantage of their ability to breathe underwater by diving into the ocean. Forming tribes that wander the shores at the southern edge of the fey forest, these salama have adapted their magic to fit their new environment.
These salama have lost much of their natural forest camouflage, their skin turning a light pinkish or yellowish hue and growing six feelers out of the sides of their faces to help with breathing and perceiving in the depths of the ocean.
Ability Score Increase. Your Intelligence score increases by 1.
Natural Swimmers. You have a base swimming speed of 30 feet.
Innate Spellcasting. You know the Shape Water cantrip. When you reach 3rd level, you can cast the Ice Knife spell once per long rest. When you reach 5th level, you can also cast the Wall of Water spell once per day. Intelligence is your spellcasting ability for these spells.
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