Homebrew Weaselfolk Species Details

The Weaselfolk called Mulossi prefer to be referred to as the guardians or custodians of their territory, especially Highguard. They are part of the Minutian Federation, but primarily neutral peacekeepers. The Weaselfolk called Armerlossi believe the best defense is an unrelenting offense, and as such have a very tense relationship with the rest of the Minutian Federation, only being members themselves on a technicality.     

Guardians of the Mountain

The Mulossi have made a point to stay out of the conflicts of the other races. Their primary concern is protecting their homeland, the mountains of Eldath's Palisade. Many races confuse them for their more aggressive relatives, the Armerlossi, aka the Dire Weasels. The Armerlossi have a long history of hostility, which led to their bloodthirsty reputation. Mulossi do exist in other mountainous regions, but Highguard has the highest known concentration of them, as they deem the area to be historically sacred. Armerlossi tend to settle in forests or areas with a lot of places to hide, preferring hills or mountains over flat terrain. 

Egalitarian But Separate

A female Weaselfolk can give birth once a year in spring to a litter of 6 kits on average. The litter grows to maturity by winter, and their lifespan tends to be between one-third to one-half of a human's (estimated 20-40 years).  In a typical litter of 6, upon reaching maturity, the kits will split from the female in pairs and devote themselves to one coterie: Crafting, Gathering, or Service in accordance with their natural talents. Crafters make use of the den's surrounding natural resources to create items and infrastructure such as tools, weapons, armor, and tunnels. Gatherers forage for food to share with the den and other useful materials to supply to the crafters. Servers have a myriad of tasks including training for the defense guard, delivering supplies, and creating the next generation. Each coterie has its own hierarchy for decision-making.

Each Weaselfolk takes pride in their contribution to their den, but feels no obligation to remain once the den population has reached a certain size. They will stay or go on a whim. Some wish to travel indefinitely, some visit the other races for a time and then return to the same den, and others start their own den. Mulossi are more likely to be solitary and independent, using stealth to avoid predators, while Armerlossi tend to travel in groups to increase the likelihood of survival in case of an ambush.  

Natural Magic

Only a small number of Weaselfolk have been known to possess any sort of tangible magic, but the majority of those who do lean toward the divine rather than the arcane. Weaselfolk are not religious in the same sense that other races typically are. Their religion is more accurately a devotion to the survival of the den and its natural resources. All Weaselfolk are born with an innate connection to the earth that typically manifests as extraordinary compassion toward nature and dedication toward preserving its balance, but the ultimate goal is the safety of their own kind. They exist in harmony with nature rather than in spite of it, and it is these secrets that allow them to harness the powers of nature when necessary. Weaselfolk who are particularly proficient with this natural magic are considered Servers but have their own sub-coterie. 

 

 

Weaselfolk Traits

Your Mulossi character has the following racial traits.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age

Weaselfolk reach maturity within 6 months and can live up to 40 years.

Alignment

Weaselfolk are usually some version of Neutral. Mulossi tend toward Neutral Good while Armerlossi tend toward Chaotic Neutral. 

Size

Weaselfolk are between 4 and 5 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed

Your base walking speed is 30 feet. Your base burrowing speed is 10 feet.

Darkvision

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.

Fury of the Small

When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages

You can speak, read, and write Common and Terran.

Previous Versions

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