First race posted on the blog.
UPDATE 5/1/13: Modified "Deep Grudge" to only grant attack bonus.
UPDATE 4/30/13: Added alternate racial traits and favored class options.
Not much is known about the wolf-like fenri. Their legends claim they are the forsaken children of a moon herself. Scholars say they’re the descendents of druids who interbred with lycanthropes and other shapeshifters. But regardless of how they came to be here, one thing is certain, they’re not exactly welcome. Spat and looked down upon wherever they go, most fenri dwell in the most remote corners of the wilderness, away from the scorn of man and the temptations of civilization. But in recent years, many fenri have decided enough is enough, and have banded together to carve their own niche in the world, whether it likes it or not.
This goes deeper than mere resemblance though, as fenri possess several aspects of their canine cousins’ biology, such as being unable to chew with their mouths shut due to their unusually shaped mouths, panting and shedding in hot weather, and being unable to eat certain foods without getting sick.
Society
Fenri have a nomadic society, living in tribes, popularly referred to as “packs” outside their race. Packs are divided into three castes: The “voljask (VOL-yawsk)” (Full Moon) or alphas act as pack leaders and generally consist of a mated pair, with one usually being a priest or druid. The “haljask (HALL-yawsk)” (Half Moon) or betas form the pack’s hunters, warriors, and priests. And finally, the “siljask (SEAL-yawsk)” (Harvest Moon), also known as the gamma or druid caste. Who maintain the forests and provide for the pack in times of famine. It should be noted that while some fenri use these wolf terms, it is only because outsiders do so and they’re tired of correcting them.
Fenri culture places a strong emphasis on the honor, duty, discipline, and most importantly, the survival and integrity of the pack above all else. Younglings (or pups) are taught to put the pack’s needs before their own, and anything that is irrelevant or harmful to the pack, is bad for them. Lying in particular is frowned upon, as it breeds suspicion and hatred. Fenri abhor lying so much, that even harmless pranks are punished severely. They’re also a very spiritual, but superstitious lot, and tend to see omens in even the most mundane occurrences.
Some fenri abandon life in the wilderness in favor of civilization. Some feel that they will have to do so eventually or to prove that they aren’t barbarians, but more often than not, they’re forced to do it. City fenri often struggle to adapt to their new lives due to their dour personalities and unusual physiology. As a result, they’re often holed up in ghettos, forced to sit in their own sections of restaurants and other businesses, and are treated as second-class citizens.
Fenri Laws
Here are some examples of laws regarding fenri living in cities to use in your game:
Relations
History has taught the fenri to be wary of those outside their kind, especially humans. Whether mistaken for werewolves, forced civilization, or simple discrimination, humans and fenri have never been on good terms. While they mostly take a live and let live approach, more aggressive fenri would sooner watch the “sunfiends” rot than continue hiding from them. Gnomes aren’t particularly liked either, as their obsessive need for excitement and manic tendencies are too much for them to handle. And while halflings are more likely to better receive the fenri, it’s lukewarm at best, as big, walking, talking, hungry wolves don’t make the best dinner guests (not much for conversation and half the menu could kill them.).
Fenri admire the elves and dwarves for their respect for nature and strong sense of honor, but keep the latter at arm’s length due to their industrious natures. Half-elves and half-orcs tend to be a mixed bag, being fellow outcasts, but also descended from the humans the fenri have grown to despise.
A common assumption is that catfolk and fenri are archenemies. This is largely the stuff of stupid, barroom jokes, and in fact, they’re the closest thing they have to racial allies. They are however, adamant enemies of the gnolls.
Alignment & Religion
Due to their staunch sense of honor and devotion to their packs, fenri are generally lawful, even the ruthless of them. Chaotic fenri are often loners and tend to be exiled or leave their packs.
Fenri worship the moon, who they believe created them, as well as the forces of nature.
Adventurers
Because of their emphasis on the pack over the individual, fenri adventurers are uncommon. Those who do are tend to be exiles or civilized. There have, however, been cases of entire packs forming their own parties and guilds as a sort of “family business”. Fenri tend to favor martial or stealth based classes, but clerics and druids outside the packs are not unheard of.
Names
Male: Argreid, Bilwis, Hjuki, Gaelorf, Roak, Worgrath
Female: Hren, Gilfi, Kroa, Nana, Rjulfa, Ullrn
Racial Traits
UPDATE 5/1/13: Modified "Deep Grudge" to only grant attack bonus.
UPDATE 4/30/13: Added alternate racial traits and favored class options.
Fenri
OverviewNot much is known about the wolf-like fenri. Their legends claim they are the forsaken children of a moon herself. Scholars say they’re the descendents of druids who interbred with lycanthropes and other shapeshifters. But regardless of how they came to be here, one thing is certain, they’re not exactly welcome. Spat and looked down upon wherever they go, most fenri dwell in the most remote corners of the wilderness, away from the scorn of man and the temptations of civilization. But in recent years, many fenri have decided enough is enough, and have banded together to carve their own niche in the world, whether it likes it or not.
Physical
Description
Fenri resemble anthropomorphic wolves. Their athletically
built bodies are covered with a thick pelt of gray, white, brown, or black fur,
their heads bear powerful muzzles filled with fangs and tipped with a wet,
sensitive nose, as well as pointed and equally sensitive ears. They have long,
bushy tails 1 - 1 ½ feet long and dark-colored paw pads adorn the bottoms of
their hands and feet. They are also nocturnal, and are rarely seen active
during the day.This goes deeper than mere resemblance though, as fenri possess several aspects of their canine cousins’ biology, such as being unable to chew with their mouths shut due to their unusually shaped mouths, panting and shedding in hot weather, and being unable to eat certain foods without getting sick.
Society
Fenri have a nomadic society, living in tribes, popularly referred to as “packs” outside their race. Packs are divided into three castes: The “voljask (VOL-yawsk)” (Full Moon) or alphas act as pack leaders and generally consist of a mated pair, with one usually being a priest or druid. The “haljask (HALL-yawsk)” (Half Moon) or betas form the pack’s hunters, warriors, and priests. And finally, the “siljask (SEAL-yawsk)” (Harvest Moon), also known as the gamma or druid caste. Who maintain the forests and provide for the pack in times of famine. It should be noted that while some fenri use these wolf terms, it is only because outsiders do so and they’re tired of correcting them.
Fenri culture places a strong emphasis on the honor, duty, discipline, and most importantly, the survival and integrity of the pack above all else. Younglings (or pups) are taught to put the pack’s needs before their own, and anything that is irrelevant or harmful to the pack, is bad for them. Lying in particular is frowned upon, as it breeds suspicion and hatred. Fenri abhor lying so much, that even harmless pranks are punished severely. They’re also a very spiritual, but superstitious lot, and tend to see omens in even the most mundane occurrences.
Some fenri abandon life in the wilderness in favor of civilization. Some feel that they will have to do so eventually or to prove that they aren’t barbarians, but more often than not, they’re forced to do it. City fenri often struggle to adapt to their new lives due to their dour personalities and unusual physiology. As a result, they’re often holed up in ghettos, forced to sit in their own sections of restaurants and other businesses, and are treated as second-class citizens.
Fenri Laws
Here are some examples of laws regarding fenri living in cities to use in your game:
- All businesses, transportation, and services are required to have special separate seats for fenri and non-fenri.
- Fenri are not allowed to vote until they pass a literacy test.
- Marriage and sexual relations between fenri and non-fenri are forbidden.
- Fenri must carry identification papers with them at all times.
- Fenri may not leave the “fenri quarters” after dark.
- Fenri may not appear in court without the approval of the city council.
- Fenri who fail to comply with any of the above laws will be promptly “Scourged” (castrated or otherwise rendered infertile.).
Relations
History has taught the fenri to be wary of those outside their kind, especially humans. Whether mistaken for werewolves, forced civilization, or simple discrimination, humans and fenri have never been on good terms. While they mostly take a live and let live approach, more aggressive fenri would sooner watch the “sunfiends” rot than continue hiding from them. Gnomes aren’t particularly liked either, as their obsessive need for excitement and manic tendencies are too much for them to handle. And while halflings are more likely to better receive the fenri, it’s lukewarm at best, as big, walking, talking, hungry wolves don’t make the best dinner guests (not much for conversation and half the menu could kill them.).
Fenri admire the elves and dwarves for their respect for nature and strong sense of honor, but keep the latter at arm’s length due to their industrious natures. Half-elves and half-orcs tend to be a mixed bag, being fellow outcasts, but also descended from the humans the fenri have grown to despise.
A common assumption is that catfolk and fenri are archenemies. This is largely the stuff of stupid, barroom jokes, and in fact, they’re the closest thing they have to racial allies. They are however, adamant enemies of the gnolls.
Alignment & Religion
Due to their staunch sense of honor and devotion to their packs, fenri are generally lawful, even the ruthless of them. Chaotic fenri are often loners and tend to be exiled or leave their packs.
Fenri worship the moon, who they believe created them, as well as the forces of nature.
Adventurers
Because of their emphasis on the pack over the individual, fenri adventurers are uncommon. Those who do are tend to be exiles or civilized. There have, however, been cases of entire packs forming their own parties and guilds as a sort of “family business”. Fenri tend to favor martial or stealth based classes, but clerics and druids outside the packs are not unheard of.
Names
Male: Argreid, Bilwis, Hjuki, Gaelorf, Roak, Worgrath
Female: Hren, Gilfi, Kroa, Nana, Rjulfa, Ullrn
Racial Traits
- +2 CON & WIS, -2 CHA: Fenri are strong of body and spirit, but introverted and socially awkward.
- Medium Size
- Low-Light Vision
- Languages: Common, Gnoll/Packspeak
- Bonus Languages: Elven, Dwarven, Halfling, Orcish, Celestial, Infernal, Sylvan
- Scent (Ex): Fenri gain the scent ability (Bestiary)
- Bite (1d4)
- Nocturnal: Fenri receive a +2 racial bonus to Perception & Stealth checks at night.
- Survivor: Fenri receive a +2 racial bonus to Survival checks.
- At Face Value: Lies poison the mind and taint the soul of all who hear them. The idea of deception is foreign to the fenri, giving them a -2 racial penalty to Bluff & Sense Motive checks made to lie and detect lies.
- Forest Hunter: Fenri are at home most in the forests and have learned to use the wooded terrain to their advantage. Fenri receive a +2 dodge bonus to AC while in forests.
Alternate Racial
Traits
- Darkvision: Rather than an acute sense of smell, some fenri have incredible vision. Fenri with this ability lose their scent ability, but gain darkvision 120 ft.
- Deep Grudge: Fenri don’t get along with humans or gnomes well, but some allow their hatred to consume them, granting them to a +1 racial bonus on attack rolls made against humans and gnomes.This trait replaces survivor.
- Diligent Worker: Even after being civilized, fenri take their duties very seriously. Fenri with this trait receive +2 to one Knowledge, Profession, or Craft skill of their choice. Once this decision is made, it can’t be changed. This trait replaces Survivor.
- Gutter Hound: City fenri are often live in filthy, crowded areas like the slums or ghettos. Fenri with this trait can move in difficult urban terrain at their normal speed (magically altered terrain still affects their movement though) and receive a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. This trait replaces forest hunter.
- Hound of Heaven: Some fenri claim the blood of hound archons flows through their veins, granting them spell resistance equal to 6 + their character level against spells and spell-like abilities with the [evil] descriptor ,as well as any spells and spell-like abilities cast by evil outsiders. This trait replaces forest hunter and nocturnal.
- Winterlander: Some tribes of fenri hail from the frigid north, where it never snows and fierce winds regularly threaten to blow one off their feet. These white-furred fenri receive +4 racial bonus on Stealth checks made in snowy areas, and to their CMD when resisting bull rush or trip attempts while standing on the ground. This replaces forest hunter.
Favored Class
Options
- Cavalier: Add +1/2 to the cavalier’s bonus to damage against targets of his challenge.
- Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
- Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
- Inquisitor: Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
- Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
- Ranger: Add +1/4 to the number of opponents the ranger may select when using hunter’s bond to grant a bonus to allies. All selected creatures must be of the same type.
- Rogue: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
- Summoner: Add +1 hit point to the summoner’s eidolon.