Selg

These amphibians are the second-most populous race in Mauga. Two subraces exist- the seafaring Saltwater Selgs and the tribal Freshwater Selgs. The difference in the two is so extreme, they will be listed here separately.

Saltwater
Saltwater Selgs hails from in the briny deltas of South Ygsen, where they hold the wealthiest trade network on Mauga. Adapted to live in shallow tide pools. Their skin generally takes on earthy brown, grey or green hues, occasionally with patterns of yellow, red or orange. As a society, they excel in astronomy, mathematics, and communication. Their cities typically consist of foreign delegates and expatriates.

Role Playing
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 * +2 INT
 * +1CHA
 * Size: M
 * Speed: 20 (land) 40 (swim)
 * Darkvision: 0
 * Multicultural: Has a basic comprehension of all modern languages.
 * Amphibious: Fingers and toes are webbed. Can stay underwater for up to one hour. Has an advantage on all physical rolls underwater. Must thoroughly soak in saltwater at least once every two days (their homes typically have a saltwater mud bath), or take a -2 CON penalty for subsequent each day without moistening AND lose the Fast Healing ability.
 * Fast Healing (must be moistened): May heal 1d4 damage once a day
 * Skill prof:  Deception, Persuasion, Slight of Hand

Freshwater
Freshwater Selgs live in the tropical slopes of East Ygsen. Typically colored in vibrant neon patterns. Their resistance to solidifying their culture with the written word or permanent structures has led to the misconception that Freshwater Selgs are primitive, though in reality, their harmonious living and verbal transmission of wisdom has resulted in one of the oldest and successful cultures on Mauga. They generally worship Ygseni, ancient and elusive plant folk considered to be the direct children of the goddess Ujar.

Role Playing
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 * +2 WIS
 * +2 DEX
 * Size: M
 * Speed: 30
 * Darkvision: 20
 * Amphibious: Must coat skin in freshwater at least once every two days (Typically gleaned from the misty rainforest air), or take a -2 CON penalty for subsequent each day without moistening AND lose the Sticky Fingers ability.
 * Sticky Fingers (must be moistened): Add DEX mod to climbing rolls. Can climb even the smoothest of surfaces, and stick to them for up to 20 minutes.
 * Poison Secretions: If threatened or stressed, skin produces a poison that effects any non-Selg that touches it directly. The effected area is paralyzed for 30 minutes (DC 15 CON save). Can be applied to weapons. If entered the body through injury, the target takes 1d4 poison damage and is paralyzed entirely for 30 minutes (DC 15 CON save)
 * Skill Prof: Nature, Medicine, Survival, Religion (Ujar)
 * Weapon Prof: Blowgun