Race: Chanarhi

Background

The Chanarhi (cha-NAH-ree) as they are known to themselves or “Wildkin” as their name is translated in the language of Man, are an ancient race of magically altered animals who can assume a humanoid seeming.

Legend has it that in the dark past ages of man, some great act of magic unleashed a storm of chaotic magical energy that surged across the land. This chaos storm came to The Valley and swept thru it, changing the nature of the animals that dwelt there. This “Kiss of Chaos” imparted the animals of The Valley with innate magical energies, which made them smarter and more social than their more primitive ancestors. It allowed them to communicate with each other and to form a society and a common language of their own.

Each Tribe of the Chanarhi were enhanced along lines that would benefit their own particular Tribe. The Ravens became more Charismatic, the Bats became more Intelligent, the Badgers more hardy, etc. This then enabled the Tribes to work together in a communal society where each performs his or her duty as befits their ability, and each Tribe helps out each other Tribe.

The Family is therefore a large extended unit that encompasses all individuals within the Tribe and all of the individuals within The Valley. Healthy competition exists between the Tribes, but there is no animosity between them. Furthermore, Tribes of the Chanarhi will never knowingly harm each other and will often go out of their way to assist each other. This feeling of fellowship further extends towards their non-magical brethren. For example, Chanarhi of the Wolf Tribe will often free wolves from traps, or show them to food, etc.

Chanarhi are dreamers and watchers for signs. They will often leave The Valley on lengthy quests to find the answers to dreams or signs that they have perceived in the world around them. They enjoy crafts and art and will often fashion jewellery or handicrafts to trade for information or equipment that they cannot make for themselves.

The elder members of the Tribes are called upon to arbitrate matters when individuals can’t solve their own problems , but otherwise, the natural communal attitude of the Chanarhi ensures that they need no complex governmental body.

Chanarhi physiology is highly unusual. The young of the tribe are born in animal form and remain that way for the first few years of their lives. Able to communicate with the other animals of The Valley, they are taught how to move and hunt, they are taught the learning stories and are encouraged to play and form friendship bonds with other members of the other tribes of their own age. They are taught to make use of their unique sight, which they call “Ley Vision” whish allows them to detect and perceive through their own magical connection to nature. The more connected to the natural world a thing is, the more clear and distinct that thing will be perceived. Those things that are not a part of nature are barely perceived or seen as voids where no natural essence clings. In this way, the Chanarhi are able to tell their own race from others, even whilst wearing their “Seeming”

After a few years, the young Chanarhi begins to go thru adolescence, at this point they begin to be able to “Put On” the “Seeming”. The “Seeming” is a magical racial ability that enables the Chanarhi to take on a humanoid form. At first, the ”Seeming” is a largely blank featureless form that resembles a humanoid creature made out of wax. This “Seeming” is then able to be altered and changed so that it can take on other features and different hair tones, skin textures, eye colours and shapes, etc. this allows the Chanarhi to then learn and develop skills that are only able to be performed whilst in humanoid form. Thus the humanoid forms of the Chanarhi are as widely different as their animal forms are to each other. After a year or two of experimentation, the Chanarhi is then able to “Set” their “Seeming”. Once they have decided exactly what they want to look like and have accepted that part of themselves, the “Seeming” locks into a particular look and is no longer changeable. The “Setting” is seen as a sign that the young Chanarhi has now reached adulthood and is celebrated throughout The Valley as a rite of passage. Once perfected, the Chanarhi is able to “Put on” the “Seeming” at will, but must then wait until sunrise or sundown (whichever comes first) before they are able to change back to their natural form. Often, they adopt their own form at night and then “Put On” the “Seeming” before dawn so that they may interact with other humanoids without them ever knowing that a Chanarhi walks amongst them..

Thr Tribes use an informal apprenticeship system to teach their young. An accomplished Tribe member who is skilled at something particular, will let it be known that they are willing to teach others. The young, who have an interest in that skill or talent will then come to learn and will stay for as long as their interest holds them. Those who want a brief exposure will stay for a short while, whilst others, who have a more intense interest, will attach themselves to their Teacher until the Teacher tells them that they have learned enough. In this way, each of the Chanarhi develops their skills and is taught the ways of different classes.

Having a keen connection to nature and chaos, the Chanarhi often enter the classes of the Druid, Ranger, Rogue and Sorcerer. The structured religions and dogma required for Clerics and the repetitive, intricate and particular nature of the Wizards craft are often too much for the Chanarhi to maintain interest in, and these classes are therefore incredibly rare within the Tribes.

Chanarhi wear clothing when in their “Seeming” but have no shame about being naked. Clothing provides protection and most importantly of all… pockets… to carry things in. They dislike heavy armour as it is difficult to get out of quickly and restricts their movements. They will adorn themselves in their handmade jewellery and trinkets, often made from animal hair, teeth, coloured stones, shells, feathers, and claws. Tattoos are also common and are often significant of the wearers chosen class or a reflection of a quest that they have carried out. [edit] Game Information [edit] Wildkin (Humanoid)

Wildkin in humanoid forms prefer simple, plain garbs of natural fibres. Wildkin have no particular preference against animal skins, being well aware of the cycle and hierarchy of nature, but prefer to avoid the heavy metal armours of the mortal races. Wildkin speak the native language of whatever form they have assumed as their mortal guise; this is a magical side-effect of their shapeshifting nature. Wildkin outside their natural homes are usually on a quest. [edit] Combat

Wildkin prefer to avoid combat where possible, but when cornered or forced to fight will do so with animal ferocity. In humanoid form, the wildkin use whatever abilities possible; weapon, spell or otherwise. In animal form, the wildkin will use their natural weapons with the proficiency of a beast and the cunning of a sentient being. [edit] Shapeshifting

The wildkin are not, naturally, a Humanoid race. Whilst the exact origins of the wildkin is unknown and largely open for debate, what is certain is that they are naturally animals in form (thought intelligent of mind) and some of them obtain the ability to take on humanoid form through choice. The wildkin, undeniably, steeped in magic, though attempts to ascertain the origin of this magic have, to date, resulted in nothing. The wildkin themselves believe that they have been chosen, uplifted through the Aspects of Chaos, made more than they were, made them at once both members of the immortal and the mortal realms. Though of flesh, they believe their spirits have been reborn since that day of the Kiss of Chaos – and thus they believe they are ancient souls who see the world anew with each rebirth.

The wildkin believe in the guiding power of visions and dreams, and are not unknown to embark on a long and arduous quests after having being blessed with such a dream. [edit] Wildkin Traits (Ex)

Wildkin possess the following racial traits.

  • Wildkin racial statistics modifiers vary on their animal self (see below).
  • Medium: As Medium creatures, wildkin have no special bonuses or penalties due to their size.
  • Wildkin base land speed is 30 feet.
  • Ley-Vision: The wildkin, due to their unique connection with nature, are able to view the very ties to nature that a place or being has. The stronger the connection to nature, the easier this is to view; conversely, the lesser the connection, the less there is to see (most mortal races, for example, barely register with Ley-Vision). Ley-Vision requires no light.
  • Shapeshifter: A wildkin may choose from any basic animal (see the Familiar list for ideas) and adopt that as their primary form. A Wildkin will use their rolled stats as their stats in either form (animal or humanoid).
  • +2 racial bonus on Knowledge (nature)
  • +2 racial bonus on Handle Animal checks relating to untamed, natural animals
  • Automatic Language: Varies (see above). Bonus Languages: Elven, Halfling, Druidic
  • Favoured Class: Druid
  • Alignment: Any Chaotic
  • Special: Wildkin Sorcerers cannot have a Familiar. Furthermore, Wildkin Druids and Rangers are prohibited from Animal Companions – though Wildkin may ‘purchase’ animal companions later with the Leadership Feat.
  • Special: Wildkin do not receive a first level Feat. Instead, they receive a special ability based on their animal self.
  • Special: Wildkin cannot wear heavy armour.

[edit] Example Wildkin

Following is an example of some of the Wildkin animal options available. [edit] Raven Wildkin

The Dreamers; The Harbingers; The Seers of Fate.

  • +2 Charisma, -2 Constitution
  • Able to speak their base mortal language in animal form.

[edit] Badger Wildkin

The Stalwart; The Warriors; The Immovable.

  • +2 Constitution, -2 Dexterity
  • Can Rage (as a Barbarian) for the round immediately following one where they take damage.

[edit] Bat Wildkin

The Seekers, The Piercers of the Veil; The Felwing

  • +2 Intellect, -2 Strength
  • Blindsense 20ft

[edit] Hawk Wildkin

The Sun-Touched; The Blade; The Wings of Justice

  • +2 Dexterity, -2 Intelligence
  • Weapon Finesse (Claws in Animal Form, Weapon of choice in Humanoid form)

[edit] Other examples of Wildkin:

Weasel Wildkin – The Quickbrothers; The Silent Fang; The Lithe Wolf Wildkin – The Hunters; The Longstriders; The Hearttouched Ape Wildkin – The Lost; The Betrayed; The Tainted

Race: Chanarhi

Verisimilitude Berym