Homebrew Fursonin Species Details

Tenen crouched low, stifling the urge to growl, as she watched the Lemurian merchant wander through his shop, blithely unaware of her sitting within his rafters.  She pushed back the hood to allow her to hear the little sounds, the slow, sonorous beat of his heart, the slight wheeze in his breathing that would have given him away in the forests of her childhood. She could still hear her mother's cautions whispering in the back of her head.

This one had sold her. Had bought her. As if she was property, a thing, and the exchange was nothing real, nothing tangible, only a few pieces of metal that one could find anywhere, the smell of them angering her as she recalled the look on her mother's face as they were separated. He smelled like the one that had bought her, and she could still recall the feel of sinking her claws in that's one's fat belly, thinking she was so young she hadn't learned the higher art of her people yet.

Her people had been fashioned from the badgers of the savanna, it was said, smart and fearless, vicious and unrelenting. They had called them "honies" and said they wee good for guarding, and had missed the fact that what they were best at was hunting. And Tenen was hunting now, drawing the long knife from the leg sheath, the muscles their still and coiled for the leap that was to come as the Merchant turned, oblivious to the death that awaited him.

Haelflings are a peculiar group of peoples created by Alfey, Paria, and Antelle. They are humanoid, with marked animalistic features such as ears, tails, claws, and even skin that is derived from what they came from originally. They are sometimes called Fursonin, which is derived from their collective name for themselves. Some will say that Haelflings are best thought of as Demi-humans, and are sometimes called that. All Haelflings originally come from Hyboreal, the mysterious and barely known Savage Lands, but how they got to the Bright Lands is questionable. Haelflings make up about 1% of the total population in the Bright Lands. 

Haelflings come from one of nine known clan backgrounds, though each clan may have a broad number of slightly different tribes. Feline, Canine, Mustelidine, Squamatine, Procynonine, Lagomorphiine, Lophinine, Vulpine, and Simian.  It is rumored that there are centaurs among them, for example. They do not have cities, but instead have regions they roam in the Hyboreal lands, where they are tribal and often violent to strangers.

Unlike most of the other races, they were not created to be part of the God’s war, but to prepare for after it. They were intended to be the replacements for humans, should they have all died out – when that didn’t happen, they were set aside and left alone, seemingly discarded, and allowed to develop on their own. Their origin makes them a Shadow Race, and in their homeland, those who live near the ocean often are on good terms with the denizens there.

They like to wear simple, comfortable, and practical clothes, favoring bright colors. They often will use hoods or elaborate hairstyles to disguise their ears. They are quick with a laugh, generally attentive to the needs of others, but also quite unforgiving when it comes to personal failings such as being out of shape or unsuited to survival. They are strongly carnivorous, but love sweets whenever they can get them, though a few varieties are herbivores with the same sweet tooth.

Haelfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. They look for the most straightforward solution to a problem, and have little patience for lollygagging.

The diminutive haelflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing between 3 and 3.5 feet tall, they appear relatively harmless and so have managed to survive for centuries on the edges of wars and political strife.

Haelflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps haelflings to avoid unwanted attention.

Coming from a tribal and deeply familial background, Haelflings work readily with others, and they are loyal to their friends, whether haelfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened. They are adaptable, remarkably fast, and on a constant state of alertness about the world around them, and see it as something that is happening.

This is a key ability of theirs, since their native languages do not have words for people who are not themselves Haelflings -- they are People, and the rest of the Bright folks are not people, but something else. They are called "chamanashkanem", which, roughly translated, means "takers of children". However, because of their strong racial tendency to be wise and kind to others, feminine Haelflings tend to be exoticized in human cultures, but all haelflings in the Bright Lands are pretty much at risk of death or worse should their nature be discovered. They are often enslaved, and many of those haelflings in the Bright lands are run away slaves or their descendants, especially from Lemuria, where raids often go out to capture and enslave them.

Haelflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.

 

 

Tribes

There are several tribes of Haelfling: Feline, Canine, Mustelidine, Squamatine, Procynonine, Lagomorphiine, Lophinine, Vulpine, Ursine, and Simian.

Simian

Ability Score Increase. Your Charisma score increases by 1, your Dexterity increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Feline

Ability Score Increase. Your Intelligence score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Animal Ears: Cat, You gain advantage when someone tries to sneak up on you thanks to incredibly keen hearing.

Canine

Ability Score Increase. Your Wisdom score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Animal Sense: Wolf, you gain advantage when someone tries to sneak up on you thanks to incredible sense of smell.

Ursine

Ability Score Increase. Your Strength score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Animal Ears: Bear, You gain advantage when someone tries to sneak up on you thanks to incredible hearing.

Serpentine (Squamatine)

Ability Score Increase. Your Constitution score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Animal Sense: Snake You gain advantage when someone tries to sneak up on you thanks to incredible sense of touch.

Musteline

Ability Score Increase. Your Dexterity score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Animal Ears: Badger, You gain advantage when someone tries to sneak up on you thanks to incredible sense of hearing.

Procynonine

Ability Score Increase. Your Intelligence score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Animal Ears: Racoon, You gain advantage when someone tries to sneak up on you thanks to incredible sense of hearing.

Lagomorphiine

Ability Score Increase. Your Dexterity score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Animal Ears: Bunny, You gain advantage when someone tries to sneak up on you thanks to incredible sense of hearing.

Lophinine

Ability Score Increase. Your Dexterity score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Animal Ears: Squirrel, You gain advantage when someone tries to sneak up on you thanks to incredible sense of hearing.

Vulpine

Ability Score Increase. Your Wisdom score increases by 1.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Animal Ears: Fox, You gain advantage when someone tries to sneak up on you thanks to incredible sense of hearing.

Fursonin Traits

There are some aspects common to all Fursonin

Feral Savagery

You channel primal magic to enhance your bestial nature, causing your teeth and nails to sharpen, gaining a more animalistic look.

You can make a melee attack on a creature within 10 feet of you; if you hit, you do 1d10 slashing damage, and gain your action back.

If you miss, you must make a Wisdom (animal handling) saving throw or your animal side dominates the next turn, and will attack the nearest creature to you on it.

You can only do this three times before a long rest recharges the ability.

Lifespan

Fursonin of all sorts tend to mature a bit faster than humans, taking an adult name and role in their family or tribe at around 10. They live between 60 and 70 years.

Ability Score Increase

Your Dexterity score increases by 2.

Alignment

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size

Halflings stand between  3 and 3.5  feet tall and weigh about 40 to 60  pounds. Your size is Small.

Speed

Fursonin are a quicker than expected race. Your base walking speed is 30 feet.

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave

You have advantage on saving throws against being frightened.

Halfling Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Languages

Fursonin are usually able to speak Common and their Tribe's language, as well as a form of trade used by other Hyboreals.  There is no written language among the Hyboreals that is known, but they do have a strong oral tradition and prodigious memories.

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