Beastkin

Brief History

The Beastkin of Ezrahn hail primarily from the Araychay Jungle and the surrounding plains. These humanoids are imbued with powers reminiscent of the animal clan they belong to. The clans intermingle quite harmoniously with each other for the most part, though squabbles have arisen from time to time. Young Beastkin will present like most other humans might with subtle hints of their lineage such as fur or a predisposition to speed or strength. These traits will become more pronounced as they grow towards adulthood. Though they will mature at a similar age to other humans, most clans do not recognize them as full members until they enter the Temple of Araychay and complete their trials.

Exceptions to this are dominant in the Wolkin and Bearkin clans of the Wildwood and other regions of Ezrahn. These clans not living in the jungle region near the Temple often have their own trials and rites to signify adulthood and vary from region to region or clan to clan.

These clans are: Gorkin(Gorilla), Pankin(black panther), Cheekin(Cheetah), Parkin (Parrots/Birds), Eakin(Eagles), Igkin(Iguana/lizards), Bearkin(Bears) and Wolkin (Wolves).

Physical Description

Beastkin resemble the animal of their clan. Gorkin may have dark coarse hair covering most of their body, lithe and nimble Pankin or Chekin may also have fur on their bodies in similar fashion of their animal patron. An Eagkin/Parkin will have wings and feathers. They may also have talons and a beak to resemble their animal. Igukin will likely have scales, a long tongue (possibly forked), and may have more reptile like hands/feet. Wolkin have decidedly furry bodies and a lupine like face. Bearkin resemble forest bears, hulking and strong, covered in fur with a snout. They and the Wolkin are the Beastkin that live more apart, residing in the Wildwood and other forested regions of Ezrahn. While the Bearkin and Wolkin will make pilgrimages to the Temple in the jungle, they have their own Trials of Passage deep within the Wildwood.

Society

The Beastkin of the Arachay Jungle have many communities scattered throughout the region, living in relative peace and safety despite their physical differences. This isn’t to say there aren’t normal squabbles or conflicts among individual members of different communities, but as a whole, they are a peaceful, if not pacifist group. They will defend their homes and people with a fierceness born from their animal patrons. They do guard the location of the Temple of Arachay with their lives and this magical place is nearly impossible to find without the help of the Beastkin.

Relations

Beastkin are generally pleasant and personable with other races encountered in the jungles (or forests) of their homeland, unless provoked. If encountered outside of their homeland, they may seem guarded or reserved due to being slightly out of place. Beastkin who have traveled more for whatever reason (cases of wanderlust or outcasts) may seem more comfortable with other races and civilizations. Other races unfamiliar with them may be suspicious or cautious in their dealings with them.

Alignment and Religion

Beastkin, similar to their human ancestors, can run the gamut of all alignments, though religiously they tend to revere the spirit of their animal patron first and foremost. There is a healthy respect for Tessahl, the Green Mother, as well as Acteous, the Beast Man.

Adventurers

Beastkin adventurers can be of any of the animal lineages and choose to adventure for a variety of reasons just like their human ancestors. Sometimes they are taken with a case of wanderlust, or find themselves outcast for some reason. Occasionally it has been heard of a Beastkin receiving some sort of vision from Acteous and they set out to accomplish some sacred quest.

Beastkin Traits

Your Beastkin character has an assortment of inborn abilities as befitting their animal lineage. Most of these differences are detailed in the chart. Common traits are described here.

Ability Score Increase: Choose 1 Ability Score to receive a +1.

Age: Beastkin generally mature in their mid teens, and after taking their Rites at the Temple are considered adults of the community and able to make their own decisions about their future.

Alignment: Most Beastkin lean towards a Good or Neutral stance, but like their human ancestors can run the gamut of alignments and outlooks on life.

Size: Beastkin vary in size based on their animal patrons.

Skills: Beastkin gain proficiency in either Nature or Survival.

Languages: You can speak, read, and write Common and a dialect of Arachay. The differences in dialect are mainly racial pronunciation/accent based on the animal patron. For example – Gorkin have deeper voices, while Parkin/Eagkin may have more musical airy tones. Wolkin tend to speak in growly, low voices while Pankin/Chekin have higher pitches. You may take an additional language per point of bonus on your Intelligence stat. These additional languages must be common racial languages unless by DM permission.

Powerful Build – You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Keen Sight – Advantage on Wisdom (Perception) involving sight. +5 bonus to Passive Wisdom (Perception) involving sight.

Sneaky – You are proficient in the Stealth skill.

Scales – You have a scaly hide that provides a measure of protection. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use this score to determine your AC if worn armor would leave you with a lower score. You may benefit from a shield as normal.

Feline Grace – You are proficient in Acrobatics and Athletics and gain advantage on checks to use those skills.

Hardy – You gain advantage on Constitution saving throws.

Big Hands – You may wield a two-handed weapon in one hand. You may do so for a number of rounds equal to your Strength modifier, and regain expended uses of this trait following a short rest.

Keen Scent. Thanks to your sensitive muzzle, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Keen Ears – You have advantage on Wisdom (Perception) checks that rely on hearing.

RaceSizeSpeedFeatures
GorkinMedium(average 7-8ft tall, 300-350lbs)25ft, not affected by heavy armorPowerful Build,  Hardy, Big Hands
PankinMedium(4.5-5ft tall, 100-125lbs)35ftSneaky, Darkvision 60ft, Feline Grace, Natural Claws 1d4+STR(slashing)
ChekinMedium(4.5-5ft tall, 100-125lbs)40ftSpeed, Darkvision 60ft, Feline Grace, Natural Claws 1d4+STR(slashing)
ParkinSmall(2.5-3ft tall, 40-50lbs)25ft(Fly Speed of 40ft as long as no Med/Heavy armor)Keen Sight, Talons 1d4+Dex(piercing)
EagkinMedium(5ft average, 80-100lbs)30ft(Fly Speed of 50ft as long as no Med/Heavy armor)Keen Sight, Talons 1d6+Dex(piercing)
IgukinMedium(4.5-6ft tall, 100-175lbs)30ftScales, Darkvision 60ft
WolkinMedium(5-6ft, 150-200lbs)35ftDarkvision 60ft, Keen Scent, Keen Ears, Bite 1d6+STR(piercing)
BearkinMedium(6-7ft, 300-400lbs)30ft, not affected by heavy armorHardy, Keen Scent, Bite 1d6+STR(piercing)

Game Mechanics for Beastkin can be found on the Species/Races of Ezrahn Page

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