Homebrew Animus Species Details
The hairs on Zalula's neck prickled up. Her nose was picking up something in this room that none of her other companions noticed. Her paws dug into the dirt floor, and she quickly whipped around, readying her lute in the most fearsome pose she could accomplish. Behind the party was a group of 7 Undead Zombies crawling up from the dirt, flesh sloughing off them as they dug their rotten nails into the dirt in an attempt to crawl towards them. Zalula bared her fangs and prepared the most vicious of mockeries she had ever strum from her lute. — Yamo Matanori, Adventures in Fireflood
Also known as "Beastmen", these humanoids embody everything wild and changing in the world. Evolving from the beasts seen in everyday life, these people exhibit traits seen in every kind of animal from the common to the exotic.
Intelligence meets Animalia
Animus are, at their core, beasts in the shape of men. Although they possess intelligence and wisdom comparable to that of men and mer, their bodies are quicker and stronger, and they possess heightened senses reminiscent of the animals they draw their heritage from. Their smell, sight, and hearing are multitudes more attuned than a well trained Man or Mer, and they can run at speeds faster than that of top athletes.
However, their specific traits vary from subrace to subrace. All animus are separated into Genus, which are bloodlines of animus which dictate which animal subtype they draw their physiology and psychology from. The 3 most populous Genus, being Felidae Canidia and Vulpes, all share traits that make up the baseline of this race. However, Genus can vary from the common (Such as Equus) to the exotic (Such as Mollusca), The Main Three, plus some others, are listed below:
- Felidae are resourceful, yet chaotic people. They value personal freedom above all else and have the keenest sense of all the Genus. They make great Archers and Assasins.
- Canidia are loyal to a fault. They value the order of the world and like to keep to routines. They can inspire strength in anyone they meet. They make great Commanders and Workers.
- Vulpes are the shifty-eyed diplomats of the Animus. They tend to try to avoid physical conflict in most situations but are no slouch in magical combat. They make great Diplomats and Wizards.
- Rodentia are usually smaller, most dextrous members of this race. They are cunning, decisive and quick-tongued. They make excellent Shop-keeps and Thieves.
- Bovinia are strong and hefty, and carry great wisdom with their unparalleled strength. They are just and even-tempered. They make great Paladins and Judges.
- Equus are the strongest of the Genus, being able to lift enormous weights that would crush a normal man. They are hot-headed, however, and make great Barbarians and Fighters
- Mollusca, of all races, are the wisest. They watch over other races with storied eyes and provide wisdom that can dissolve any conflict. They make great clerics and Warlocks.
Although Genuses will provide a strong baseline for the Animus's appearance and personality, both are heavily affected by their circumstance and the specific species of their Genus they take after. A Felidae which takes aspects from the common tomcat will vary greatly from one who takes aspects from the mighty lion.
A History Weighed in Chains
Stories are told of the origins of the Animus. Dog-men on boats invading the lands of northern tribes, cat people sinking ships on the horizon of known civilization, advanced fox people trading secrets with the Orkin Empire. Legends are spread about these people going back centuries, if not millennia. But the first heavily documented encounter was 650 years ago aboard the Argo's Blessing, an exploratory galleon that was sent west of Orkin to circumnavigate the globe and find new trade routes to Primus and Freymoor, as well as to confirm the millennia-old rumors.
After half a year at sea and nearly exhausting all of their provided rations, Juji Yomo and his crew of 86 finally hit land on that historic day, the 12th of Phosphon 632 BB. Touching down on the vibrantly bronzed coast, The Argo's Blessing's galleon hit the sand and the mixed crew first layed eyes on what would come to be known as the first tribe of Animus. Dogs, Cats, Ferrets and Oxen all looked up with wonder at the armored explorers stepping onto the glimmering sand.
After this, Animus were taken back in droves to be "civilized" and introduced to modern society. What the Animus did not know is that the explorers saw fit in their strong muscles and thick hides the makings of slave labor. When Juji's ship landed back on the shores of Orkin, the Animus were put to work, and that is how they stayed for nearly 200 years. Under the thumbs of the ruling class, slaving towards making society a better place for everyone save for them.
After 200 years though, the Animus broke free in a near 3 nation spanning revolution, freeing the animus and forcing the Governments of Orkin, Primus and Freymoor to accept them as "full citizens". Every Animus alive lives in cultures that were foreign to their ancestors, living freedom that they earned in a land that is not theirs.
Animus do not have a baseline culture to work from in the mainland, and simply adapt to whatever culture they were raised in. They are masters of adaptation, and an animus raised in the depths of an elven druid tribe would adjust to it no worse than an elven child born to that tribe.
Animus Names
Animus have a language that remains one of the only things in their culture carried over from the bronze coast.It is thusly held in almost sacred regard, and every animus has a name they are born within their native language. Although Animus tend to, over the course of their life, adopt more mundane names from the culture they were raised in, they keep their Animus name with them throughout their life as a reminder to always remember where they came from.
Animus Names: Muudey, Buulle, Cabdi, Dirie, Bashiir, Maalin, Cabdul, Janogalle, Timir, Siteey, Ilwad, Bilkhayr, Ashkiro
Animus Traits
Your Animus character has the following traits.Stoic Expression
The animalistic features of the face of an animus make it difficult to read for the uninitiated. You gain proficiency in Deception.
Ability Score Increase
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Age
Animus are quick to mature, entering maturity around 10 to 13 years old. They live shorter lives than most humanoids, living till around 65 years old.
Alignment
Animus tend towards good, being focused on making sure everyone has a fair shot at life. Animus also heavily value personal freedom of choice, and thusly tend toward chaotic alingments.
Size
Depending on the subrace and the animal in which they draw their heritage, Animus can range from 4 to 7 feet. Your size is medium.
Speed
Your base walking speed is 35 feet.
Darkvision
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses
You have proficiency with the Perception skill.
Languages
You can speak, read, and write Common and Animus, as well as one other of your choice. This other language reflects where you were raised, and the culture in which your ancestors were introduced.
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