Originating from Sar’skri’s Inovy Jungle, the Grippli or Frogfolk were long considered legend, and choose quiet areas by the water to camp and rest. While somewhat reclusive, they are made from the toes of the God, Harin. They are a nomadic people who travel in colorful wagons intelligent and highly sensitive creatures with a complex social structure and a keen understanding of Nature and her gifts. Grippli make exceptional herbalists and healers, their skills combining both the apothecary and the spiritual. Their society is matriarchal, but also highly democratic. Colorful and bipedal, these amphibious creatures are known tricksters, playful and light-hearted until crossed. The Grippli are capable of producing a lethal toxin in their saliva. Grippli have (5) HP.
Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands, they are content with the simple weapons and rituals that have served them well for millennia. Lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition. 6 to 7 foot tall, weighing between 200 and 250 lbs, their powerful muscles are covered in scales of gray, green or brown. Some breeds have short dorsal spikes or brightly colored frills, and all swim well by moving with flicks of their powerful 4-foot-long tails. They can be based on -any- reptilian lizard, crocodile/alligator or turtle. Lizardfolk like their lesser cousins are cold blooded and thus are not suited to colder climates. They are also xenophobic. For their size, they're nimble and extremely agile when in water. They are able to hold their breath underwater for extended periods of time. Some also secrete toxins and can be harvested from their saliva. Lizardfolk that secrete toxins can apply their saliva to a weapon or bite someone to cause sickness. Lizardfolk have (7) HP.
Often isolated from other races around Lynnea, the Ne’zuu are often mistaken for giant rats. These small, underground-dwelling creatures often live in constant fear of being slaughtered by what lurks below the surface, such as mind flayers or other monstrosities who share the same habitat. Many Ne’zuu of the Ratfolk clan on Valesk have come to worship the gods Jairus and Einarr, though other clans may find themselves with other patron deities. Ne’zuu speak “Chii’ter”- Or ‘Ratspeak’, which is a complex chattering used solely by Ratfolk with other Ratfolk. Some may find themselves living above ground successfully and speak the local tongue, but they’ll never give up their language to outsiders. Ne’zuu have an innate desire to acquire new things, whether through deals, theft, or other means. Like Mousefolk, they excel in stealth, especially when in the dark (shadows, night, underground), but due to their tendency to live underground, they’re very sensitive to light. Ne’zuu have (5) HP.
Sionnach or "Foxfolk" are as foxlike as their name implies. While not as hardy as Shirazi or shifted Wolfkin, what they lack in durability, they make up for in speed and agility. They are cunning creatures, said to have been created by the goddess Cybele, but ever tempted with urges from both Vesa and Einarr in attempts to convince them to commit dark deeds and sway each foxfolk away from their Empyrean creator. Sionnach are adaptable folk, often adopting the styles, language, and moral codes of the societies surrounding them. The race is broken into three distinct groups and cultures: Northern Sionnach (more likely found around Hokoth and Northern Aurelia), Common Sionnach (Western Aurelia), and Eastern Sionnach (Sar’skri, Idaer). Sionnach have (5) HP.
No larger than two feet tall, Topo or “Mousefolk” are quiet on their feet and difficult to detect - likely to go unnoticed if they so wish. Quick studies of trades and crafts, these delicate but dexterous individuals tend to make for excellent hunters, blacksmiths, and bards - though their crafts tend to be rather tiny as well, given their own small stature. They are the distant cousins of Ne’zuu, who are considered a superior race within this family, and are the more light of heart. Tribes of Topo are more devout to the god Ibin, and goddess Cybele, but other patron deities have been documented to be differing. Mousefolk have (3) HP.
Distant relatives of Naga. Legends say that they were once humans who allowed the "green-eyed snake", otherwise known as Tali, the Goddess of Envy, Jealousy, and Emulation, into their hearts and used her blessings to win wars along the coasts of Sar'skri. However, the abuse of the Goddess's powers came with a price, and the more they worshipped her, these humans were forever changed to resemble the goddess that they adored. Priests, and devout worshippers became what is known as Abominations. Creatures barely resembling humans asides for arms, maybe a human head. Half-bloods, or Malisons, were lesser involved peoples of this society- or nowadays, the descendants of Abominations, or other Half-bloods. These men and women are humanoid in shape but had a wide variety of noticeable serpentine features. Purebloods, despite their name, are the least ranking subrace of the Yuan'ti society and are descendants of human captives and slaves that were also affected by the society's culture and worship. They hold the least amount of serpentine features and are generally more human in appearance.
Most Yuan'ti make their home within the Inovy Jungles of Sar'skri, a large village known as Sugeen lekua is said to be their place of Origin, and they constantly war with the neighboring Faldarians of Faludron.
Follows a lot of the Naga's abilities, e.g. venom, darkvision, inclined to magic, etc.
Weaknesses: Cold in general causes them to become slower and can, if exposed too long, outright kill them. Blunt and piercing weapons hurt a lot. Yuan’ti have (6) HP.
A race made of pride, they are the embodiment of their god, Sarus. From the largest Irazi to the smallest of Maus, size doesn't equate to a Shirazi's will and determination. From hardy warriors to powerful casters and amazing merchants, they are a race of monopoly and strive to be the very best. These Felidae based people, originating from the brutal desert surrounded kingdom of Jomor'kri, are unique to their world. Surely they'll let you know it.
Mandatory Weaknesses:Catnip. Being apart of the feline family, not even the most powerful Shirazi can resist Catnip. Catnip causes a drug like state when smelled by Shirazi and can be highly addictive for its euphoric side effects.
Biology: Shirazi reach physical and mental maturity at the age of 18. Their life expectancy maxes at 200.
Blood: Causes an extreme, overwhelming, sense of pride and recklessness for blood-drinkers and can be highly addictive. Liquid Motivation! You can do anything!
Types of Shirazi:
Mau:The smallest and more cat like of the Shirazi. These felines stand about 1 to 2 feet tall and appear to look like house cats standing on their back legs. Mau are highly intelligent and many tend to be tricksters. It is said that you should always check a cat’s front paws for opposable thumbs before letting them into your home and adopting them because they may very well be a Mau! These people can fall from great heights and land without sound or injury. Maus have (5) HP.
Bastet: The offspring of a Shirazi and a human. Exiles and bastards usually, these interesting people are not commonly accepted by other Shirazi and are more likely to be taken in by other races. Bastets are born with a mixture of both features but never fully appear like either of their parents and when fully grown, these people tend to be extremely nimble and agile with cat like behaviors. Bastets have (5) HP.
Irazi: The largest and most renowned of the race, the Irazi are the king cats. Broad and masculine, males usually stand about 6 to 7 feet tall and tend to be proud and arrogant warriors. Females don’t stand much shorter at 6 feet tall. Their body types vary dependant on the person, though many are slender and pack a bit of muscle. They may resemble any big cat, from Tigers, Lions, to Cheetahs and Leopards. The Irazi are the most xenophobic and racist of the Shirazi. Irazi have (7) HP.
Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures' behaviors. They're physically strong with a scavenger's resourcefulness. They tend to be Shamanistic/druidic casters when magically inclined. Generally, they are distrustful of outsiders and are more likely to avoid combat unless victory is all but assured, usually through overwhelming numbers. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one's tail entirely. Living in a matriarchal pack structure, Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters. Other races or creatures usually end up either meat or slaves, depending upon the temperament of the tribe. Even a dead or fallen comrade is a fresh meal for a gnoll, who might honor a distinguished tribe member with a brief prayer, or thoroughly cook one that has died of a wasting disease, but otherwise view a dead gnoll as little different from any other creature. The more "civilized" gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands. Gnoll have (6) HP.
Kenkus are a race of flightless avian humanoids, with birdlike talons for hands and feet, but a raven-like head and eyes. Some may be more feathered than others, some with feathers where their wings and tails would typically be. Others grow up to only have their head and torso covered. About the size of a small human, Kenkus are born with an inability to communicate with their own words, restricted to only speaking via mimicry and thus also able to almost perfectly imitate any phrase or sound they hear, whether spoken words, clashing swords, or the call of an animal. They are a secretive, cunning, and often opportunistic folk, most commonly hailing from the Fezu Grasslands of Giichi's Gan Wilds. While they commonly live in groups or flocks, a Kenku often excels in activities like spywork or general stealth due to their light/small bodies and ability to mimic (which also aids them with deception and distractions). Aside from their inability to speak beyond mimicry, these creatures also possess semi-hollow bones, which leaves them more susceptible to suffering broken bones. Kenkus have (5) HP.
With a furred body resembling a human's and the head of either a goat or bovine, Minotaurs are hulking beasts. Once just a cave and labyrinth dwelling creature, many have adapted to life outside and live in herds or tribes. Depending on their upbringing, Minotaurs tend to be peacefully or extremely aggressive. Those in tribes are more intelligent, spiritual and sociable where as those originating from caves and the wilds, are more beasts. These creatures are slow learners but once they've learned something, they tend to never forget. They're hardy and powerful, possessing phenomenal hearing and a sense of smell, though they lack in eyesight. Many Minotaurs are patient and make good hunters with a high spacial awareness. The life of these creatures are slow but they do not tire easily and while they can pick up high speeds if they really try, its for a short period of time and they cannot stop on a dime. Provoking Minotaurs is a dangerous deed because once they riled, its very hard for them to calm and will go to extremes before hand. Their skin is tough and their eyes, especially the more wild of Minotaurs, are well suited for the dark rather than the light. Minotaur have (7) HP.