Homebrew Fenrox Species Details

I once traveled to the land of Veloia, and perhaps had some of the best interracial interaction east of Kinhaven I ever had. The Fenrox are typically put down as a lesser race in the larger scheme of civilization, and despite their more tribalistic approach to survival, they may be one of the most in-conjunction societies I have yet to made. They are also much smarter than they look, smarter than one would assume with their evolutionary stage. Perhaps acting in lesser sentience tricked the rest of Iodyl to not invade or take their land, even if that's not the case though, I'm sure they still win either way.

- On The Topic of Race [pg 231]

 

The Veloian Dune Walkers

Few know little of the name 'Fenrox', whom many refer to as "the Nomadic of Iodyl". Although the more well-known of races, one would be lucky to see more than five in one life, let alone talk or befriend one. The Fenrox are evolved from the native wildlife that lived in Veloia's Dunes, and quickly came into populous power after the reign of desert tyrants fell in the region. The Fenrox have since expanded and make Veloia one of the largest landmasses in all of Iodyl, and many leave them to it, since neither do they want to expand, nor would any wish to attack them. Although known by name, little is really known of the Fenrox, no-one has met their leader, only their diplomatic envoys, whom often come cloaked. Legends of great Fenrox are told across the land as epics of heroes rising, and due to these stories alone, many leave them to do what they wish. They are the wildcards in every diplomatic negotiation, many don't end without someone asking "what will the Fenrox think?"

Tribalistic Culture

Years of study by those accepted into the culture of the Fenrox has yielded very little solid results. Some claim they are remarkably intelligent for such a tribalistic culture, some say they have the dexterity similar to the Tabaxi, and some even claim that they have intelligence that rivals beings from higher planes. However, none of these results were significant enough to be noted, instead, it is noted that the tribalism government of the race is less for political dominance nor rush of power, it is for simple charismatic results. Being a race with no benefits of higher order within themselves, the Fenrox have little lust for power, and instead focus themselves to work together with their brethren, and give their best to be as welcoming as possible of newcomers. Even those banished for their traditions are still respected by the Fenrox for being one of them for a time, despite what they are later in life. Even the worst Fenrox were respected, and it all comes back to their tribalism-focus that lets them have this freedom of charismatic expression and speed to one another as if they were one huge colony.

Many have strayed from this path and instead of banishment, they merely suggest the Fenrox in question to seek other roles. This is why Fenrox adawn some of the highest spheres politically in many regions, as well as act as scholars for many towns and historians for many races. Their wisdom and intellect are easily on-par with races other from them, and despite their shortcomings in height and acknowledgment of a proper sentient race to some, they have still held the positions of High Sorcerer of Czon, Political Advisor of Citzaria, Translator for The Fey of Ydol, and many more.

Fenrox Names

The Fenrox tend to name themselves after their first major achievement, this ending up being their surname in faith. Their prime name can come in a manner of ways, some being named by their parents, being given a name by their local village, or even giving themself a name they represent, these names tending to be in Common and less than 6 letters long. Due to these overlapping at times, a Fenrox can tend to go by many different names, and the combination of all their names tends to become their perceived 'legal' name politically and structurally. This 'legal' name is organized in the order of when the names were given. However, it is not uncommon for them to share names with other Fenrox, and this tends to happen to those who only have one prime name and are either have the same surname, or are never provided one for a major achievement.

Naming Conventions Example
Name Given at Birth: Kyron
Name Self-Assigned: Ido
Name Given by Village: Zyn
Surname Given by Achievement: Scrounge

Full Name Options:
Kyron Scrounge
Ido Scrounge
Zyn Scrounge

Politically Legal Name:
Kyron Ido Zyn Scrounge

Fenrox Traits

Fennec

Ability Score Increase

Your Dexterity increases by 1 and Charisma increases by 2.

Age

Fenrox have inconsistent lifespans, they tend to reach adulthood late teenage years and can live anywhere from 80 to 140 years depending how healthy the Fenrox is and where it decides to inhabit. Places they are accustomed to tend to be either forestry or deserty, anywhere else they tend to struggle and thus cannot survive long. However, the eldest of them tended to be nomadic and never stay in one location.

Allignment

Fenrox are almost always neutral, and lean lawful.

Size

Fenrox grow about 3 to 4 feet in total. Your size is small.

Speed

Your base combat speed is 35 feet.

Low-Light Vision

Despite living in the blinding light of the sun, the Fenrox living underground mostly, or in concealed mountainous caves among the dunes, they have gained an evolutionary ability to see in low-light conditions better than the average being. You may see well in dim light up to 60 feet, but cannot see in the dark.

Unexplainable Knowlege

Being part of the Fenrox, you have been taught by some of the most odd and intelligent individuals in all of Iodyl. Many will question how you could've learned such things, but even you would not be allowed nor capable to fully explain how and what they had taught you. Due to these factors you gain proficiency in two skills, one weapon, and one tool or instrument of choice.

Potent Diplomatic

Known for their diplomatic abilities, every Fenrox gains the ability to re-roll a charisma check once every 24 hours.