Animal Folk
Anthropomorphic animals.
If a player wants an animal not listed here, consult with the GM. Many non-native species are possible due to the slave trade and immigration.
Animal Folk
- Taxonomic Order: Animal Folk
- Alignment: Elemental
When an animal person is born, they are almost completely animalistic. They grow into their anthropomorphism as they age, and as they engage in the culture of their people, they take on different aspects of both animal and mortal, as this generates the animal magic
that defines them. This is why some animal folk of the same nation may grow up with differing degrees of animalistic characteristics. The commonest form of animal folk is a bipedal, upright variant of their animal counterpart. The extremes of appearance are nearly completely human with vague animalistic characteristics or nearly completely animal with only the ability of speech to distinguish them.
Animal folk will have powers similar to the abilities of the animal they are descended from and on the cultural associations with that animal. For example, cat folk have great agility and perception, but they also have magical powers based on folkloric beliefs about cats.
Animal folk native to Endruin are many. Any species native to the area has an animal folk equivalent, though some are much rarer than others. Some notables include the following:
[European]
Badger Folk: 6' tall anthropomorphic badgers, they are known for their strength and sharp claws, often being enslaved as diggers, miners, quarriers, and soldiers. They are an oppressed nation, but they are also feared. Stereotyped as angry and stubborn, they are unpopular, but those who get to know them usually find them more complex. Culturally, they are known for their love of their homes, their cautiousness, their protectiveness of their families, and their anti-violence. One in 100 have minor shapechanging powers.
PRO 9 ATH 9 STR 11 AWA 8 WIL 9 PRS 8 STH 7
[Eurasian]
Brown Bear: 8' tall anthropomorphic bears, brown bear folk are an ancient warrior nation who were conquered and enslaved by the dreorcwenns millennia ago. Most are now free, some assimilated as a warrior caste, but many resentful of their ancestral enslavement and conscientious objectors to the militarism of Endruin. They are proud nationalists (for their own nation, not the Endruin Empire), and they try to hold onto what remains of their old culture. They are known for their ferocious protection of their children (and their general fondness for children), their ancient war songs, and their rituals of combat, strength, and cooking. They speak their own language, which they refuse to teach others. The brown bear folk of Endruin have the power to go into a battle rage and to hibernate.
PRO 10 ATH 8 STR 17 AWA 8 WIL 9 PRS 8 STH 6
Cat Folk: 5' tall anthropomorphic felines, these folk are based on common cats, though they are more wild and vicious than their domestic counterparts. Cat folk come from all over the world, but those native to Endruin are stereotyped as tricky, aloof, and cruel. They are an oppressed nation, and they are often given work requiring high agility. Black cat folk are thought to bring bad luck to others, just like their animal counterparts, and thus are even more hated. Their own culture is longlost in Endruin.
PRO 9 ATH 15 STR 7 AWA 9 WIL 8 PRS 9 STH 9
Cave Hyena Folk: 7' tall anthropomorphic hyenas who are known for their strength and speed, their unique vocalizations and language, and their larger size (they are taller and bigger than other hyena folk). They have spotted fur. In their original culture, they were skilled and powerful hunters, but they have been assimilated into Endruinite society for a long time. They are mostly relegated to a warrior caste, often conscripted into the military, but there are those who do other jobs, usually very physical ones. They are discriminated against and considered "ugly" and "stupid" by other nations. They still like to hunt, usually going out, drinking and hunting on short trips outside the city. They have the ability to hide in broad daylight by standing completely still if they are out in the open plains (and to a lesser extent, on an open street or lot).
PRO 10 ATH 9 STR 12 AWA 9 WIL 8 PRS 7 STH 7
Common Bullfinch Folk: 4' tall bulky, red, blue, and grey anthropomorphic bullfinches typically with bulky shoulders. They are known for their mournful whistle songs. In their own culture, they are known for great orchards and botanical skills. In Endruin, they are an oppressed nation, often relegated to the avian folk regions of ciites and towns. They have a deep oral tradition that is retained to this day. They have the ability to take the form of a 4' tall bull once per year.
PRO 7 ATH 9 Flight 11 STR 6 AWA 9 WIL 8 PRS 9 STH 10
Common Greenshank Folk: 6' tall anthropomorphoc wading birds with greenish legs and a long bill. They live along the brackish waters of the river mouth, working as fishers and sailors. They are rivals to the common redshank folk who live nearby. They are a poor, oppressed nation. They can vanish into mist once per year.
PRO 8 ATH 9 Flight 10 STR 9 AWA 9 WIL 9 PRS 8 STH 9
Common Gull Folk: 5' tall anthropomorphic white and grey gulls. They are seen as thieves, beggars, and parasites, scavengers who live off the work of others, but in truth they are just another impoverished, oppressed nation who has assimilated poorly into Endruinite society. They live along the coast, working as sailors and dockworkers, scorned for their use of their own language, and considered "stupid" by other nations. They have influence over all other sea birds with their voices.
PRO 8 ATH 9 Flight 10 STR 8 AWA 9 WIL 8 PRS 8 STH 7
Common Magpie Folk: 5' tall anthropomorphic magpies. They are grey, black, red, and purple, with touches of white. They live together in small communities in the avian areas of the city. They are known for their elaborate funerary rites, preparedness, and craftiness, as well as a cultural preference for shiny arts and objects and for fortune telling. They are stereotyped as greedy thieves, evil omens, and hatred for impoliteness. They have the ability to hex people who cross them once per year, hence the last stereotype.
PRO 8 ATH 9 Flight 11 STR 8 AWA 10 WIL 9 PRS 8 STH 9
Common Slowworm Folk: 4' tall anthropomorphic slowworms (a kind of legless lizard), these folk have no legs, only a long, powerful tail (which they can release and regenerate, though this takes a long time and leaves them disabled). They are usually dark brown in color. They tend to be an oppressed nation in the city, working nightjobs and trying to stay warm while still avoiding the sun. They have the ability to hide their arms and become more worm-like to burrow through the soft ground.
PRO 7 ATH 9 STR 6 AWA 9 WIL 8 PRS 8 STH 10
Duck Mussel Folk: 1' tall shelled beings who resemble anthropomorphic mussels. They live along the river and in the shallows. They live on the edges of society and are barely considered people by the ruling class, if they are acknowledged at all. Though they can walk on land, they need to submerge in water for at least half an hour a day to survive. Their shells are very strong armor.
PRO 8 ATH 7 STR 2 Shell +10/+10 AWA 9 WIL 8 PRS 7 STH 10
[European]
Eel Folk: 5' tall anthropomoprhic eels who live in the river and the ocean, often coming ashore and living on the islets in the river mouth. Their appearance changes greatly as they age. They are very susceptible to disease and pollution, and many of them get involved in activism because of it. Though they can walk on land, they need to submerge in water for at least two hours a day to survive. They have the ability to sense changes in the weather.
Note: they are not electric eels.
PRO 9 ATH 9 Swim 11 STR 8 AWA 9 WIL 8 PRS 8 STH 8
[Eurasian]
Goshawk Folk: 6' tall anthropomorphic hawks with blue-grey and white mottled feathers and a white eye stripe. They are very territorial and nomadic in their original nation, and that remains even when they are living amongst other species, making them particular about their living spaces and neighborhoods. They are known as great hunters, and they are privileged but oppressed in Endruin. They have the ability to see extra distance (doubling their visual range) once per year.
PRO 11 ATH 10 Flight 13 STR 10 AWA 10 WIL 9 PRS 9 STH 8
[Eurasian]
Hobby Folk: 6' tall anthropomoprhic falcons with grey, black, red, and white plumage and long, narrow wings. Like their goshawk folk cousins, they are territorial, nomadic, and nationalistic. They are skilled hunters, and among the avian folk, they are considered bullies and conquerors. However, compared to the Endruinite ruling class, they are oppressed and exploited. They are among the fastest and most skilled fliers. They have the ability to double their flying speed once per year.
PRO 10 ATH 11 Flight 14 STR 9 AWA 10 WIL 9 PRS 9 STH 8
Great Crested Newt Folk: 3' tall anthropomorphic newts who dwell in the watery areas of the empire. Newt folk are a culture of fisher people who are often out of work due to pollution. Instead, they find themselves working for factories or farmers nearby. Their culture has a complex courtship ritual. They have the ability to absorb elemental energies up to an average of an 8 in power and use them in place of rest.
PRO 8 ATH 9 STR 5 AWA 9 WIL 9 PRS 9 STH 9
Great Grey Slug Folk: 4' tall slug people who are discriminated against deeply in Endruin society. They find work in the factories and sewers, living lives in the muck, and being mistreated for it. Salt burns them. Their original culture is long lost, though there are those who think it once held wonders. They have the ability to spit poisonous slime.
PRO 7 ATH 7 STR 8 AWA 8 WIL 9 PRS 6 STH 7
Grey Wolf Folk: 6' tall powerful anthropomorphic wolves, grey wolf folk are among the most revered nations of animal folk. They live all over the world; those in Endruin are a privileged nation (as wolf folk often are), but they are still somewhat oppressed and have a proud nationalistic streak. Their culture reveres but does not elevate warriors and hunters, for care of the whole community is a vital part of their original ways. They are known for their magical influence over other animals, their protectiveness of their people, and their attunement to the Grey Moon.
PRO 10 ATH 9 STR 12 AWA 9 WIL 8 PRS 8 STH 9
Leatherback Turtle Folk: 6' tall anthropomorphic sea turtles. They have dark green and black scales with white spots and heavy ridges. They live in coastal waters, eat jellyfish, and pick fights with landdwellers. They are very territorial, hate the polluting peoples (as they see all landdwellers), and are tough as hell. They are deeply culturally and magically connected to the waters and the coast, and they view Endruinites as enroachers and occupiers. Though they can live on land, they need to submerge in water for at least half an hour a day to survive. They can influence the currents they swim in.
PRO 8 ATH 7 Swim 12 STR 10 Shell +10/+10 AWA 8 WIL 9 PRS 8 STH 8
Least Weasel Folk: slender-built 3' tall anthropomorphic weasels. They have brown fur in the warmer months and white fur in the colder ones. They are stereotyped as cunning and tricky. They are also often blamed for destroying clothing left out to dry or other mischief. They have a good luck edge and can leave it behind in any reflective surface. Their aroma is toxic to basilisks and other snakes. They are very discriminated against in Endruin.
PRO 8 ATH 10 STR 7 AWA 8 WIL 8 PRS 8 STH 10
[Eurasian]
Minnow Folk: 2' tall fish folk with blotchy, patchy scales, brown and grey and white. They live in huge communities in the river, coming ashore on special occasions. They are very social, very chatty, very friendly, and very oppressed. They are often killed by industrial toxins, big ships, or careless fishers, and this is not considered illegal. Though they can walk on land, they need to submerge in water for at least two hours a day to survive. When they swim together, they gain +3 to speed, toughness, and perception. They can do this also when swimming with other beings.
PRO 7 ATH 9 Swim 12 STR 4 AWA 9 WIL 8 PRS 8 STH 10
Mountain Hare Folk: 5' tall anthropomorphic hare folk who come down to Haenor from the northern parts of the empire. They are brown, grey, or white in fur color. Considered fast and clever, they are often stereotyped as liars and con artists (except women, who are stereotyped as timid). They practice astrology, witchcraft, and keep to the old ways of their national religion, worship of folk hero hare people and lunar and solar deities. They are susceptible to delusional paranoia. They are extremely fast. They have the innate ability to bring good luck to someone once a week for seven minutes.
PRO 8 ATH 12 STR 7 AWA 9 WIL 8 PRS 9 STH 9
Pill Beetle Folk: 4' tall beetle folk with dark brown and light brown alternating stripes, pill beetle folk live clustered in apartment slums in the poorest parts of the city. Subject to heavy discrimination, they find drudge work in the factories and are often used for their tough exteriors, working more dangerous jobs. In their home cultures, they are farmers and have funerary rites that involve leaving the body out, exposed. They have the ability to sense the fertility of the soil.
PRO 8 ATH 8 Flight 10 STR 8 AWA 8 WIL 8 PRS 7 STH 7
Harbour Porpoise Folk: 4' tall anthropomorphic porpoises. Though they can breathe on land, they have cover themsevles in water every day for at least an hour. They live around the coast and up the river. They use high-pitched click language that others find hard to understand. They are often put to work diving, and they are severely oppressed. They have the power to turn into a watery current once per year while swimming.
PRO 8 ATH 9 Swim 14 STR 7 AWA 8 WIL 8 PRS 9 STH 9
Red Deer Folk: 8' tall anthropomoprhic deer. They have ruddy fur, and half of them have antlers (mostly assigned-males). They also have manes. Their original culture was ancient before the conquest, but they were brutally oppressed and enslaved for a long time. Now they are stereotyped as mystics and aloof, but they are no more so than any other nation on Shem. They have their own code of honor which they adhere to closely, which includes rules of hospitality to anyone, even an enemy. They have the innate ability to cast illusions between their antlers once per year.
PRO 8 ATH 10 STR 14 AWA 9 WIL 8 PRS 9 STH 9
Rock Dove Folk: 4' tall anthropomorphic pigeons. They are stereotyped as "stupid", and they are fully assimilated into Endruinite society. They are extremely oppressed, often enslaved, always impoverished. Most are homeless. They live in the streets of the avian neighborhoods, scorned by many, bullied and abused. They are employed as trash collectors, cleaners, messengers, and servants. They always know their way back to the last place they slept.
PRO 7 ATH 9 Flight 11 STR 6 AWA 9 WIL 8 PRS 7 STH 8
[European]
Sea Sturgeon Folk: anthropomorphic sturgeons who vary greatly in size - most are somewhere around 6' tall, but they can grow to 20' if they have enough support, nutrition, and freedom (most are too oppressed to ever get so large). They have ridged backs, wedge heads, and brown, grey, and yellow scales. They are known for brewing interesting beers and ales and being conscripted into the imperial navy due to their size and speed. Though they can walk on land, they need to submerge in water for at least two hours a day to survive. They have innate combat abilities.
PRO 8 ATH 9 Swim 11 STR 11 AWA 8 WIL 9 PRS 8 STH 8
Southern Emerald Damselfly Folk: 7' tall anthropomorphic damselflies who are revered for their beauty. They have very slender bodies and translucent wings. They are seen as exotic, even though they are native to Endruin, and they are known for their sense of fashion and their special jewelry. They are a very privileged nation, but still exotified and mistreated. They have the ability to dazzle others with their colorful bodies.
PRO 7 ATH 9 Flight 11 STR 12 AWA 9 WIL 9 PRS 11 STH 7
Wisent [European Bison]
Folk: 10' tall anthropomorphic wisents. They have broad humped shoulders, smaller curved horns, and hooved feet. They are often confused for minotaurs, but they are not magically bound to a place, nor are they spirit folk. Their nation in Endruin is small, and they are extremely oppressed - often enslaved for hard labor - and stereotyped as brutish and violent when their culture was generally pacificistic before conquest. In their own culture, they had a flourishing art trade, making great drawings, glass sculptures, and metallic statues. They have the ability to calm others by humming in their deep voices.
PRO 9 ATH 7 STR 17 AWA 8 WIL 9 PRS 8 STH 6
[European]
Wren Folk: stocky, short-tailed 3' anthropomorphic wrens with brown and white plumage. Their original culture were mostly gatherers and hunters of small arthropods. They have the innate ability to influence any kind of bird. They were known for riding giant eagles in their original culture, but in Haenor, they are severely oppressed. They have some influence over the winter winds with their voices. Their songs are revered by the Green Grith for their magical power. Their feathers can protect from disaster or drowning (once).
PRO 8 ATH 10 Flight 13 STR 6 AWA 10 WIL 9 PRS 9 STH 9
Beastkin
- Taxonomic Order: Animal Folk
- Alignment: Celestial
Beastkin are animal folk who are born resembling their parents, but when they come of age, they have a vision of an animal that serves as their guide (moral, ethical, or otherwise) and determines their adult form. They tend to be more on the human side of appearance, with just a few animalistic features.
Aurochs Folk: massive, 13' tall folk with heavy horns and thick coats, they are often confused with minotaurs (who are spirit folk). Aurochs folk are enslaved for their immense strength, being employed for hard labor, conscripted to the military, or enslaved in Endruin. Culturally, they are known for their use of fertility magic and protective charms, their reverence for the land (and thus their skill as farmers), and their intricate braids. They are stereotyped as drunkards. The purpose of the aurochs guide is to protect others.
PRO 8 ATH 8 STR 21 AWA 9 WIL 9 PRS 8 STH 5
Barn Swallow Folk: 3' tall folk with swallow-like faces, beaks, feet, wings, and tails. They have red, tan, and dark blue feathers. A nomadic nation, they move in and out of the city and empire, stereotyped as thieves and liars. They have a long tradition of storytelling, music, and art that they freely share with others, and they believe it is a grievous sin to leave someone alone or in despair. The purpose of the barn swallow guide is hope.
PRO 8 ATH 10 Flight 13 STR 6 AWA 10 WIL 8 PRS 10 STH 9
Barred Grass Snake Folk: 5' tall folk with grey-green scales on their backs and white scales on their fronts. They have serpentine faces, eyes, teeth, tongues, and tails. They live near the river. They have the ability to release a foul odor for defense and can feign death, and they can create a false hood to resemble a cobra. Their original culture was one of nomadic hunting along the grasslands by the river. Their nation suffered a devastating genocide centuries ago, which they remember with deep rage. They live now as common workers. The purpose of the barred grass snake guide is to teach wisdom and survival.
PRO 9 ATH 9 STR 8 AWA 9 WIL 8 PRS 7 STH 9
Common Kingfisher Folk: 3' tall folk with the face and beak of a kingfisher, colorful blue and orange plumage, and wings. They live along the river and are stereotyped as aloof, xenophobic, and violent, though they are mostly just protective of their homes and families. They are divers and fishers, and their communities are extremely poor. They have power over winds and waters. The purpose of the kingfisher guide is to speak truth.
PRO 8 ATH 10 Flight 13 STR 6 AWA 9 WIL 9 PRS 9 STH 9
Common Shrew Folk: 3' tall folk with velvety fur, shrew-like faces and tails, and venomous bites. They have small eyes. Their high-pitched voices allow them to use echolocation. Their original culture was one of tight-knit, supportive communities before the conquest, which persists somewhat now that they live in impoverished slums in Endruin. The purpose of the commons shrew guide is to support their clan. Many of them are intersex.
PRO 8 ATH 10 STR 5 AWA 9 WIL 9 PRS 8 STH 9
Dog Folk: a wide variety of canine folk, ranging from 3' to 7' in height. They usually have dog ears, tails, teeth, and feet. Long enslaved by the ruling class and stereotyped as subpar versions of wolf folk, they were literally bred like actual dogs for various reasons. Now, they make up a strong sector of the working class, united and tough. They have sharp senses of smell. They work many common jobs. The purpose of a dog guide is loyalty and guarding, the good hunt, or companionship, depending on the kind of dog.
PRO 9 ATH 9 STR 9 AWA 9 WIL 9 PRS 9 STH 9
[European]
Fingernail Clam Folk: 4' tall folk with slimy flesh and heavy shells. They were once enslaved and used for aquatic work, but now they are mostly just impoverished fisher folk living along the river. Their mostly forgotten original culture favored virtues like humility, prudence, and constance, and some of that remains. They must submerge in water for at least half an hour a day to survive. The purpose of the fingernail clam guide is to provide protection to the weak and small.
PRO 8 ATH 7 STR 6 Shell +8/+8 AWA 8 WIL 8 PRS 7 STH 8
[European]
Flounder Folk: 3' tall folk with flat, flounder-like faces, fins on their backs, flounder tails, and brownish or tan scales. Their original nation lived along the coasts or in the river before they were enslaved and used as divers and fishers. They have continued in those roles as severely impoverished and oppressed people. They must submerge in water for at an hour a day to survive. The purpose of the flounder guide is to explore and follow curiosity.
PRO 8 ATH 10 Swim 12 STR 6 AWA 11 WIL 8 PRS 9 STH 9
Grey Seal Folk: 8' tall folk with seal-like faces, flipper arms, and tails. Their sleek bodies are grey-furred. They lived as hunters, divers, and fishers for a long time, dwelling along the coasts, but they were enslaved during the conquest and used for naval warriors. Their original culture also focused on sport and play, which they were once famous for, and they retain some of those traditions. The purpose of the grey seal guide is joy.
PRO 9 ATH 9 Swim 11 STR 12 AWA 9 WIL 8 PRS 10 STH 7
[Atlantic]
Herring Folk: 3' tall folk with silvery scales, back fins, fish tails, and piscean faces. They live in large communities in the ocean waters. They were enslaved and used for fishing and common labor, and they continue those as oppressed, impoverished workers. Their original culture was one of great clans and complex families with elaborate traditions, and some of that survives in their daily lives. The purpose of the herring guide is to build great communities.
PRO 8 ATH 10 Swim 12 STR 5 AWA 10 WIL 8 PRS 8 STH 9
House Mouse Folk: 3' tall folk with mouse ears, tails, feet, and fur. They are very athletic and have an aversion to bright lights. They live in large families together in slums in the city. They were enslaved as house servants for centuries, and those who are free often find similar work. They are stereotyped as filthy and pestilential. The purpose of the house mouse spirit is to protect and clean the home.
PRO 8 ATH 10 STR 5 AWA 10 WIL 8 PRS 8 STH 10
Mute Swan Folk: 6' tall folk with swan beak and face, white feathers, wings, and tail. Strong, proud people, they have a deep belief in justice that is a remnant of their old culture. They were enslaved during the conquest and used as literal decoration by the ruling class nations. They now live in the avian slums and often lead rebellions against the ruling class. The purpose of the mute swan guide is justice.
PRO 10 ATH 9 Flight 12 STR 9 AWA 9 WIL 9 PRS 9 STH 7
Natterjack Toad Folk: 3' tall folk with toad-like faces with brown flesh and black spots, bulging eyes, tongues, and toad legs. They have extremely loud vocies. They live amongst the sand dunes. They were conquered and enslaved long ago, forced to work as servants. They live now in poverty. They believe deeply in egalitarianism. The purpose of the natterjack toad guide is equality.
PRO 8 ATH 9 Jump 12 STR 6 AWA 9 WIL 9 PRS 7 STH 9
Red Squirrel Folk: 3' tall folk with squirrel faces, ears, teeth, eyes, feet, and tails. They have reddish and white fur. They were enslaved and used as messengers and servants. Their original culture was one of trade and commerce before the conquest. They live in poverty now, stereotyped as hyperactive and foolish. The purpose of the red squirrel guide is communication, inspiration, and wonder.
PRO 9 ATH 14 STR 5 AWA 9 WIL 8 PRS 9 STH 9
Reindeer Folk: 8' tall folk with massive antlers, hooves, and furry collars. They are from up north, but they were once much more common in Endruin before the conquest, which drove them out. Those who remain are descendants of the enslaved, having completely lost connection with their old culture. They do hard labor, mostly. One in 100 can fly when filled with joy. The purpose of the reindeer spirit is generosity.
PRO 9 ATH 9 STR 15 AWA 9 WIL 9 PRS 9 STH 7
[European]
Robin Folk: 3' tall folk with robin beaks, feet, wings, and colorful feathers, especially the bright red chest. They have beautiful voices. They have magnetoreception. Their original culture was known for their protectiveness of all children, generous giving and sharing, and compassion for the afflicted. They were enslaved during the conquest and kept as house servants. Now they mostly live in the avian slums. They are resistant to fire on their chests and can cast protective wards on their homes. The purpose fo the robin guide is to love.
PRO 8 ATH 10 Flight 12 STR 6 AWA 10 WIL 9 PRS 12 STH 8
Shining Flower Beetle Folk: 4' tall folk with shiny, tan beetle wings, antennae, and eyes. They have a diet of fungus and flower heads. They are usually enslaved or severely oppressed, used for agricultural work. In their original culture, they were healers and nourishers, farmers and builders. They are stereotyped as foolish or stupid. The purpose of the shining flower beetle is to nourish and bring wonder.
PRO 8 ATH 9 Flight 11 STR 9 AWA 9 WIL 9 PRS 9 STH 9
[Eurasian]
Sparrowhawk Folk: 6' tall folk with bluish and orange-banded feathers, beak, tail, and feet of a sparrowhawk. In their original culture, they were deeply religious, worshipers of just and fair deities with a deep sense of right and wrong. They were among the last nations conquered, and many retreated and were never enslaved. Now they are scorned as violent and proud people due to their persistent nationalist pride and resistance. They live in the avian slums, trying to help others. The purpose of the sparrowhawk guide is resistance and liberation.
PRO 11 ATH 9 Flight 11 STR 9 AWA 9 WIL 8 PRS 9 STH 7
Tawny Owl Folk: 4' tall folk with owl-like faces and heads, tails, wings, and feet. They have deep, resonant voices. They used to live in the forests before conquest, living as night hunters and mystics. They are stereotyped as mischievous and ominous. They were enslaved and used as teachers to ruling class children for many generations. They live now in the avian slums and work as tutors, teachers, and minor spellcasters. The purpose of the tawny owl guide is to teach.
PRO 8 ATH 8 Flight 10 STR 7 AWA 12 WIL 9 PRS 9 STH 8
Wood Cricket Folk: 6' tall folk with cricket legs and wings, eyes, and antennae. They have dark brown chitin. They were originally enslaved as entertainers for the rich and powerful, and for that, they were once privileged. Those who are free are stereotyped as drunken, lazy layabouts. They are extremely impoverished and often live on the fringes. The purpose of the wood cricket is to provide music to the world.
PRO 8 ATH 9 Jump 14 STR 12 AWA 9 WIL 8 PRS 9 STH 7
Bhrocaire
- Taxonomic Order: Animal Folk
- Alignment: Fey
Bhrocaires are fey folk with animal features. They have powers and appearances based as much on stories about their animal counterparts as reality. Their faces are usually more hominid, sometimes taking a shape that is similar to the animals but still human-like (i.e., bulging eyes on a frog person). But other parts of them are more animalistic.
Checkered Beetle Folk: 4' tall colorful beetle folk. They oval beetle chitin and wings, bristly hairs, and antennae. Viewed as vermin by the ruling class, they were never enslaved. Instead, the rulers attempted to exterminate them. They have the ability to vanish twice per day for 30 seconds, to glamour themselves, and to summon checkered beetles. They have been ingrained with deep self-hatred.
PRO 8 ATH 9 Flight 11 STR 9 AWA 9 WIL 9 PRS 9 STH 9
Common Frog Folk: 3' tall frog folk with a wide variety of colorations. They live in the muddy areas near the river. They have a long tradition of magic in their nation, and many of them are witches. They are stereotyped as foolish and hapless, or toxic and foul. They have the power to attune to the new moon(s), place blessings on babies, glamour as hominids, and poison people with their touch.
PRO 8 ATH 9 Jump 14 STR 6 AWA 9 WIL 9 PRS 8 STH 9
Common Raven Folk: 5' tall raven folk with dark beaks, feathers, wings, and tails. One in ten thousand is white. Their original culture was one of ancient magic and complicated religion, and they resisted the conquest until it the bitter end. As such, they are stereotyped as omens of bad luck and disaster, licentious and drug-addled, angry and vicious, aloof, hateful, and spiteful people, but they are mostly just defensive against a world that treats them badly. Their nation once had extensive knowledge of medicine, music, warcraft, funerary practices, philosophy, and education, and some of that remains. They mostly live in the avian slums and work as educators and scholars, if they can, or as tutors and servants if they can't. They have the ability to grant a magical charm to one person per year, the ability to kill with a glare once per lifetime, the ability to protect a building they live in from destruction, and the ability to speak to inanimate objects once per week. Raven folk from the far west or far east may have trickster powers.
PRO 8 ATH 10 Flight 12 STR 7 AWA 14 WIL 12 PRS 8 STH 8
[Irish]
Elk Folk: 9' tall deer folk with massive antlers, elk folk are used for their strength and stamina. They are treated as "stupid" and "dangerous" by the ruling class to justify their mistreatment. They have very ancient tales of once being protectors of the souls of the dead. They have the ability to shrink their antlers magically, and they can turn themselves into a wall drawing once a day for 30 seconds if they lean against a solid wall.
PRO 9 ATH 9 STR 16 AWA 9 WIL 10 PRS 8 STH 6
Haddock Folk: 5' tall haddock folk with sharp, ray fins along their back, arms, and legs, with a big fish tail. They live in coastal waters. Their original culture was known for their cuisine and nomadic ways, but under the conquest, they were relegated to hard labor, conscriptment into the navy, or openly siding with the conquerors. As such, there are many who have a complicated family history and maybe a little more privilege. All haddock folk have the ability to sense movement beneath water, the ability to speak to any fish, and the ability to sing and return to water instantly. They can go on land, but they must submerge in water for two hours a day to survive.
PRO 8 ATH 9 Swim 11 STR 8 AWA 8 WIL 8 PRS 7 STH 8
[Eurasian]
Lynx Folk: 5' tall lynx folk with tufted ears, spotted fur, sharp fangs and claws, and a tail. Their fur is reddish, brown, and white. They are quiet folk with a national culture of hunting, small but ornate homes in secluded spots, and a very complex language. They have a fondness for smoking pipes, which derives from their old cultural practices and rituals. During the conquest, they tried to remain neutral, but ultimately had to fight for their own survival. They are stereotyped as violent and disgusting people. They have the ability to see through solid objects once per day, the ability to sense when someone is withholding information once per month, and the ability to become invisible for an hour once per week.
PRO 10 ATH 13 STR 9 AWA 9 WIL 8 PRS 8 STH 14
Mayfly Folk: 2' tall mayfly folk with translucent wings, insectoid eyes, long tails, and extra limbs. They live near the river. Their original culture was rooted in seasonal festivals, spiritual practices involving their life cycles, and celebrating transitional periods of their lives. During the conquest, they were nearly exterminated, and now they face severe discrimination. They retain some of their old culture now, mostly in secret, practicing witchcraft and old spiritual practices. They have the ability in spring to ignite in flame and become an invicible conduit for magical power once per spring, the ability in summer to speak any language and sense magical energies, and the ability to summon an aura of pleasant light once per day.
PRO 8 ATH 10 Flight 13 STR 3 AWA 9 WIL 8 PRS 10 STH 10
Merlin Folk: 6' tall merlin folk with beaks, feathers, wings, and tails, mostly grey, brown, blue-grey, silver, and white. Their original culture was focused on hunting and magic, though they also had universities that were world renowned. During the conquest, there was heavy pressure for them to side with the empire; some did, but most tried to remain neutral until they couldn't. Under the empire, they are oppressed but many join the military or other forces to gain privilege. Their old culture is retained in small ways, but mostly, they have assimilated. They live in the better parts of the avian slums, but they are still oppressed. They have the ability to take a large merlin form once per week, the ability to sense magical energies, and magical hunting senses.
PRO 8 ATH 9 Flight 12 STR 8 AWA 9 WIL 9 PRS 9 STH 8
[European]
Mole Folk: 3' tall mole folk with digging claws, mole tails, noses, and a wide range of fur colors. They live in tunnels beneath the city, mostly further away from the coast or river. They have bad eyesight and good hearing, especially for low frequencies. Their original culture is mostly retained, as their underground homes kept the conquest from affecting them as much. They live in small families, have a reverence for the earth, a strong work ethic, and an appreciation for ceramics. They are known as miners and builders, and they tend to come above ground rarely. They know their way around the sunken parts of the city very well. They have the ability to sense coming cave-ins, the ability to know day from night underground, strong direction sense, the ability to make someone fall asleep with their muddled gaze, and very sharp digging claws.
PRO 8 ATH 8 STR 7 AWA 9 WIL 9 PRS 8 STH 11
Nursery Web Spider Folk: 4' tall spider folk with spider eyes, extra limbs, web-making abilities, and mouths. They build webs only for housing; they were roaming hunters in their original culture. They were once known for their supportive culture and kindness, but now they face discrimination as "inferior" spider people compared to kashirum and other spider folk. They have very mild venom that is usually too weak to harm adult mortals. They have the ability to heal with their webs, to analyze anything caught in their web, and the ability to use clairvoyance once per month.
PRO 8 ATH 9 STR 8 AWA 10 WIL 9 PRS 8 STH 9
[Eurasian]
Otter Folk: 4' tall otter folk with small otter ears, tails, claws, and fur. They live along the river. Their original culture was one of large communities, great celebrations for every major life event, and fishing and brewing as primary occupations. They were enslaved and brutalized during the conquest, and now they live in smaller communities, greatly impoverished, along the river. They are known for their cleanliness in spite of the poverty. One in a hundred have the ability to shapeshift into similar sized creatures, and all of them have the ability to bring cheer with their smiles, intoxicate someone with their musk, and create intense confusion with their laughter.
PRO 8 ATH 10 Swim 11 STR 6 AWA 9 WIL 8 PRS 10 STH 9
[Eurasian]
Oystercatcher Folk: 4' tall oystercatcher bird folk. They have bright orange bills, black wings, white feathers on their bodies, and long legs. They live along the river and often find work as their name suggests. They were mostly ignored during the conquest, as they lived in small river communities that were well hidden. Afterward, they ended up assimilating out of necessity, but they still retain their tight-knit communities, strong nuclear families, and skill at keeping their homes camouflaged. They have the ability to sense oysters within 50', the ability to sense changes in weather, the ability to remain hidden even if seen (once per hide), and the ability to sing the waters calm.
PRO 8 ATH 9 Flight 11 STR 6 AWA 9 WIL 8 PRS 8 STH 8
[European]
Pine Marten Folk: 3' tall marten folk with brown and yellow fur (the yellow being a bib-like patch on their chest), marten ears, claws, and tail. During the conquest, they were split between both sides, but most of those who served the conquerors were betrayed and enslaved. Those who resisted were nearly exterminated. They are stereotyped as thieves, bullies, and vulgar. Their original culture was still in hunter-gatherer, mostly relying on foraging in the forests, before they were conquered. Now they live mostly in the slums, finding any work they can, and facing extreme discrimination. Many turn to criminalized work. They have the ability to hide within a coin once per month, the ability to warm others with their tails, and the ability to leap three times their normal distance once per day.
PRO 9 ATH 10 STR 6 AWA 9 WIL 8 PRS 8 STH 9
[Atlantic]
Puffin Folk: 3' tall puffin folk with the bills, wings, feet, and coloration of puffins. They live along the coast, and their original culture was very nomadic. Those in Endruin are deeply oppressed and live as sailors and fishers. They once had festivals with elaborate costuming, but that is mostly died out. Now they live in small, impoverished families that cannot afford to keep up the traditions. They have the ability to know the story of a single target once per year, know the character of a single target once per year (i.e. see their character sheet), and know the lore of a place once per year.
PRO 8 ATH 8 Flight 11 STR 5 AWA 9 WIL 8 PRS 10 STH 9
Red Fox Folk: 4' tall red fox folk with long, fluffy tails and white under bellies. Athletic, cunning, and skilled, they were never conquered. They revere a folk hero who was a legendary trickster, and they emulate him in their culture and their powers. Skilled at stealth, thievery, and trickery, they are stereotyped - not entirely wrongly - as con artists. They love blackberries, grapes, and butter. They ruling class famously hunted them and their animal counterparts, and they have spent thousands of years dodging them and tricking them. The older they get, the more tails they get. They have many trickster abilities, including control of faeriefire or fairy lights, ventriloquism, vanishing powers, and mimicry. Consult with the GM for other ideas.
PRO 9 ATH 9 STR 6 AWA 10 WIL 8 PRS 14 STH 14
Round-Mouthed Snail ("
Land Winkle") Folk: 3' tall snail folk with antennae, slimy bodies, and shells. They live on land and come from a nation of nomads. They were enslaved during the conquest, and many of them still are. They are stereotyped as lazy due to their slow locomotion. They were once powerful diviners, wielders of lunar magic, and fine cooks, and some of that remains with them, though some of that is illegal. They have the ability to repel magical attacks if they enter their shell, the ability to paralyze with their slime (though this slows them down even more), and the ability to teleport laterally 20' once per week.
PRO 6 ATH 5 STR 6 AWA 8 WIL 12 PRS 6 STH 9
Sand Lizard Folk: 3' tall lizard folk with green or brown scales, tails, and facial features. They live along the coasts. They were once a small nation known for their elaborate sports, their fishing and foraging along the coasts, and their sailing. During the conquest, some joined the imperial navy and gain status, while most were enslaved. The few privileged families live in fine beachfront property, but most are impoverished fisher folk or beach bums stereotyped as lazy. They get very sluggish in winter. They have the ability to release their tails to evade danger, the ability to hide in the sand, the ability to sense when something big is beginning, the ability to know the history of a ship or boat once per month, and the ability to absorb unaligned or fey energies once per day.
PRO 8 ATH 10 STR 6 AWA 9 WIL 8 PRS 9 STH 9
Spined Loach Folk: 3' tall loach folk with spiny fins along their arms and back, a tail, and spotted yellow and brown flesh. They have barbels around their mouths and spines under their eyes that can sting someone if they are close. They live in the river. They are mostly employed as cleaners, and they have strong feelings about cleanliness of the river. They have the ability to produce bubbles that can cleanse an area of 5' around them once per day, they can control mud with their touch, and they know the secrets of a single target once per year. They can go on land, but they must submerge in water for two hours a day to survive.
PRO 8 ATH 9 Swim 11 STR 5 AWA 9 WIL 8 PRS 7 STH 8
Spiny Dogfish Folk: 5' tall dogfish folk with brown and grey skin with a white spot on their back. They have two venomous spines on their backs. They often wear clothing or armor with holes in the back to allow them to bare their spines. They are a nation that revered their warriors and lived in oceanic waters, and come the conquest, some of them allied with the conquerors, while others resisted. They are still oppressed, but some families are more privileged than others. They have tales of an ancient and gigantic ancestor who once swallowed a whole city. They themselves have the power to smell blood in the water for miles around, the ability to remember a prey they didn't catch perfectly, and the ability to summon actual dogfish. They can go on land, but they must submerge in water for two hours a day to survive.
PRO 9 ATH 9 Swim 12 STR 9 AWA 8 WIL 8 PRS 7 STH 8
Western Jackdaw Folk: 4' tall, stocky jackdaw folk with dark feathers, wings, and silvery white eyes. They have very distinctive voices. Their original culture was known for its raucous celebrations, ritual displays of their warriors, physical affection, and love of oily foods. Some this remains in their current oppressed state. Some of them did side with the conquest, though most did not - they were brutally suppressed and they face stereotyping and discrimination as stupid and foolish or as thieves. Famously, one of them was a court jester for the White Empress, though he was killed by an angry mob later in life. They have the ability to predict a new arrival or a coming death, the ability to give someone a feather once per year that provides protection from celestial or infernal energies for 30 minutes, and the ability to sense and repel pests.
PRO 8 ATH 9 Flight 11 STR 6 AWA 12 WIL 12 PRS 9 STH 9
Chakuk
- Taxonomic Order: Animal Folk
- Alignment: Unaligned
Chakuks are people who, long ago, used magic to become take on animal forms as a means of survival. These former metahumans slowly but surely became more and more animalistic until they began being born with small animal features and an extra piece that allows them to fully transform into a more fully anthropomorphic form. For example, a bird chakuk may be born with feathers on their body in one place but also a separable headpiece that is shaped like a bird's head. If they close this headpiece, they transform into a fully anthropomorphic figure.
Acanthopholis chakuk: 8' tall anthropomorphic acanthopholis dinosaurs.
Bank vole chakuk: 3' tall anthropomorphic voles.
Beech splendor beetle chakuk: 5' tall anthropomorphic beetles.
Booted eagle chakuk: 6' tall anthropomorphic eagles.
Buzzing spider chakuk: 5' tall anthropomorphic spiders.
Capelin chakuk: 3' tall anthropomorphic capelin fish.
Coot chakuk: 3' tall anthropomorphic coot birds.
Frilled shark chakuk: 6' tall anthropomorphic sharks.
Grasshopper warbler chakuk: 3' tall anthropomorphic warbler birds.
House windowfly chakuk: 3' tall anthropomorphic windowflies.
Lesser noctule chakuk: 4' tall anthropomorphic bats.
Lesser water measurer chakuk: 3' tall anthropomorphic water measurer true bugs.
Little bustard chakuk: 4' tall anthropomorphic bustard birds.
[Common] minke whale chakuk: 10' tall anthropomorphic whales.
Palmate newt chakuk: 3' tall anthropomorphic newts.
Pink-footed goose chakuk: 5' tall anthropomorphic geese.
[European] polecat chakuk: 4' tall anthropomorphic polecats.
Red perch chakuk: 3' tall anthropomorphic perch fish.
Red-eyed vireo chakuk: 3' tall anthropomorphic vireo birds.
Spotted ray chakuk: 4' tall anthropomorphic rays.
[European] valve snail chakuk: 3' tall anthropomorphic snails.
Wall lizard chakuk: 4' tall anthropomorphic lizards.
Wolverine chakuk: 5' tall anthropomorphic wolverines.
Chelif
- Taxonomic Order: Animal Folk
- Alignment: Infernal
Chelifs are animal folk empowered by the dominance and power they have over animals, each other, and other beings, and by the pain and fear they generate. They always take exaggerated, dangerous animal features.
Any PC playing a chelif will have to be someone who has left their privilege behind to become a criminal.
Bristlemouth Folk: 3' tall bristlemouth fish folk with aptly described mouths. They live along the coats and must submerge in water for two hours per day to survive. They original culture was much more peaceful before the conquest, but those who objected with siding with the empire were violently suppressed by the rich among them who saw opportunity there. They are rich merchant people now, with many political connections and work in the slave trade. They have the ability to make water boil with their touch.
PRO 9 ATH 9 Swim 12 STR 5 AWA 8 WIL 8 PRS 7 STH 8
Brown Rat Folk: 4' tall anthropomorphic rats who came to the region long ago. Their original nation is long forgotten, as the ones local to Endruin have allied themselves to the ruling class and assimilated. They are owners of industry, purveyors of disease, and slumlords. They live in great wealth in half-submerged mansions.
PRO 9 ATH 11 STR 5 AWA 9 WIL 7 PRS 7 STH 10
Cave Lion Folk: 10' tall lion folk, maneless but with massive jaws and claws. They were recruited to the conquest with rich bribes, as the dreorcwenn wanted them for their massive size and strength. They became extremely privileged members of the ruling class of Endruin, and they began wielding powerful magicks soon after. They have many different powers (consult the GM) based on their different roles in the military or society.
PRO 14 ATH 12 STR 19 AWA 9 WIL 9 PRS 8 STH 6
Common Adder Folk: 4' tall brown and black-scaled snake folk. They have a strong venomous bite which they empower with infernal magic. They were early assimilators into the imperial culture and have thus forgotten their old culture entirely. They served in the imperial military as assassins and shock troops, and they inspire fear in those they once slaughtered during the conquest. They enjoy a status of privilege and power in the empire. They believe themselves racially superior.
PRO 11 ATH 10 STR 8 AWA 9 WIL 8 PRS 7 STH 9
Common Cuckoo Folk: 3' tall cuckoo folk with grey, brown, and white feathers, tails, and wings. Cuckoo folk belong to a cult that worships a deity they called Untydre, a deity born dead, never alive, always consuming. They believe that sacrificing the children of others feeds their deity, and therefore, they are justified in killing the children of others and tricking people into raising their children. To get by in society, however, they pretend to be sparrowhawk folk, mimicking their coloration and role in society. They dwell in the avian slums and prey on people for their fucked up god.
PRO 8 ATH 9 Flight 12 STR 5 AWA 10 WIL 9 PRS 7 STH 9
Common Redshank Folk: 6' tall anthropomorphoc wading birds with reddish legs and a long bill. They live along the brackish waters of the river mouth. They are rivals to the common greenshank folk who live nearby. They are a rich, powerful, business owners and industrialists who exploit their rival nation. They are hateful and racist, and they spend much of their wealth on pettiness. They have the ability to poison any water they touch.
PRO 7 ATH 8 Flight 10 STR 10 AWA 9 WIL 8 PRS 7 STH 7
Giant House Spider Folk: 6' tall anthropomorphic spiders who are closely allied with the Srisian kashirum and the rulers of Endruin. They are predatory, but their webs are not sticky. Instead, they build funnels to hide in within their webs. They have extremely powerful venom. They are very fast and strong, and they delight in tormenting their victims. They are employed by the dreorcwenn as elite torturers and advisers. They lead the inquisition. Their original nation is long forgotten, though some say it was much kinder and fell during the conquest.
PRO 9 ATH 9 STR 14 AWA 10 WIL 10 PRS 7 STH 7
Goldcrest Folk: 4' tall anthropomorphic goldcrest bird folk. They have grey, white, and gold feathers, and they are among the ruling class. They were once known as great farmers and sharers of their harvest, but those among them who sided with the conquest instead became synonymous with gluttony and selfishness. They gain power from watching others starve.
PRO 7 ATH 9 Flight 11 STR 5 AWA 9 WIL 7 PRS 10 STH 9
Minute Pirate Bug Folk: 5' tall anthropomorphic heteropterans with black chitin and wings. They were once just common workers, but during the conquest, they assimilated and sold out other nations to gain power. They now live in lavish mansions with extensive interior and exterior gardens, in which they grow many dangerous plants. They use uafan toxins for recreation.
PRO 8 ATH 8 Flight 9 STR 9 AWA 8 WIL 8 PRS 7 STH 8
Northern Pike Folk: 5' tall pike fish folk with grey, white, and yellow scales and fins. They dwell in the river and brackish waters of the mouth. Their original culture was one of beautiful music, long journeys, and great stories, but their ruling class sold out to the conquest to support the imperial navy. Their underclasses are still oppressed, but the richest among them are enormously wealthy and powerful. They use powers to influence the weather.
PRO 9 ATH 9 Swim 12 STR 9 AWA 8 WIL 7 PRS 8 STH 8
[European]
River Lamprey Folk: 2' tall anthropomorphic lamprey who live in the river. They work for the dreorcwenns as gatherers of blood and slaves. They are privileged servants who make a lot of money and thus gain a lot of power in their work. They are parasitic and cruel, though there are many in their nation who are exploited or even enslaved. They gain power from sucking blood and energy from their targets.
PRO 9 ATH 9 Swim 12 STR 4 AWA 8 WIL 9 PRS 6 STH 12
Ruby-Tailed Wasp Folk: 6' tall anthropomorphic wasps. They joined the conquest early on, bribed into it with promises of power, and now they dwell in splendor and martial pride. They are wielders of the power of destruction; their stings break bones and their spit is acidic.
PRO 10 ATH 10 Flight 13 STR 14 AWA 9 WIL 9 PRS 6 STH 7
Spiny Toad Folk: 5' tall anthropomorphic toads whose original nation lived in the river mouth islands. Now they have moved to the shore to live in rich mansions, bought by their betrayal of the river alliance during the conquest. They have the power to poison anyone they touch, and the ability to eat almost anything organic.
PRO 7 ATH 7 Jump 14 STR 7 AWA 8 WIL 9 PRS 7 STH 8
Soldier Beetle Folk: 8' tall beetle folk with black and red bodies and wings. They were recruited to the conquest before it even began, their legions filling the imperial military as common troops. They were rewarded for this with privileged status and copious employment in police forces across the empire. They are proud, angry, and superior, believing themselves to be rightful rulers of the world. They have infernal strength and intimidation powers. [Cantharis fusca]
PRO 10 ATH 10 Flight 11 STR 16 AWA 7 WIL 7 PRS 6 STH 7
Stoat Folk: 3' tall stoat (sometimes called ermine) folk. They are brown in fur with tufted tails. They were agents of the empire during the conquest and were rewarded by being given the palaces and mansions of those they conquered. Now they live in splendor and wealth, robber barons who use their wealth in various schemes. They have the ability to steal characteristics from those they deeply wound.
PRO 9 ATH 10 STR 5 AWA 9 WIL 8 PRS 8 STH 9
Testacella Slug Folk: 7' tall anthropomorphic slugs with no legs. They are rich, powerful business owners and slavers who control many factories. Their nation was quick to assimilate, and those who couldn't keep up were eliminated. They gain power from those they exploit.
PRO 7 ATH 6 STR 12 AWA 8 WIL 9 PRS 4 STH 6
[Atlantic]
White-Sided Dolphin Folk: 8' tall dolphin folk. They have dolphin tails and fins, a blowhole, and noses. They belonged to a conquering, violent culture before the conquest and joined it readily as a major part of the imperial navy. They are a supremacist nation who view especially porpoise folk as lesser beings. They enslave other aquatic nations and force them to serve and feed them. They are violent bullies. They have beguiling charisma.
PRO 10 ATH 12 Swim 15 STR 15 AWA 10 WIL 8 PRS 12 STH 9
White-Tailed Eagle Folk: 7' tall anthropomorphic eagles who are an elite part of the ruling class. Prideful, supremacist, and cruel, they were always a powerful nation, one engaged in dominating other nations, and they were welcomed into the conquest early on. They are all nobility - those who were considered less than were killed ages ago - and they all have enormous wealth. Their very presence makes others view them as powerful, and they can see for miles, even in the dark.
PRO 10 ATH 10 Flight 13 STR 11 AWA 10 WIL 8 PRS 10 STH 7
Wild Boar Folk: 6' tall boar folk with dark grey fur, massive tusks, piggy eyes, and hooves and tails. They have a tradition of using baleblood to empower themselves, and many of them end up becoming baleful. They joined the conquest willingly when it came to their lands, joining as a powerful force of shock troops and conquerors, and they consider themselves the most elite soldiers of the imperial military. They are known for their extreme violence and racism. Many older boar families are extremely wealthy.
PRO 13 ATH 8 STR 15 AWA 8 WIL 7 PRS 7 STH 7
Yellow-Banded Conops Folk: 4' tall anthropomoprhic flies with the titular yellow bands. They are a parasitic, violent, and bullying ruling class nation. Their original culture was one of flower gardens and sweet wines, but they gave that up for wealth and power during the conquest. Now they have slaves build their gardens and own vast tracts of land. They gain power from their vanity and pride.
PRO 7 ATH 9 Flight 12 STR 6 AWA 9 WIL 8 PRS 8 STH 9