Homebrew Frankling Species Details

The Ruskaan (plural of Ruskan) eke out a living in the frigid corners of the globe, thriving in lands that others would deem inhospitable. Isolated in their frozen realms, they remain untouched by civilization. The Ruskaan themselves are generally a peaceful people, usualy resorting to violence only when provoked or in times of desperation. However an outsider hoping to infiltrate a clan is likely to recieve a cold shoulder at best, or a spear to the gut at worst.

Terrestrial Walrus-Folk

Despite their walrus-like appearance, Ruskaan are not well adapted for life in the water. All Ruskaan can swim and they occasionally delve into the depths when food on land becomes scarce, but it is not a common practice. When such activities occur, a vestigal air sack under the throat allows a Ruskan to remain bouyant in strong ocean currents, while their tusks are perfect for breaking through the thick ice that covers the surface. These traits also serve them well when fragile ice or moving glaciers unexpectedly lands them in treacherous, freezing waters.

Nomadic Tribes

Ruskan clans wander the icy wastes in constant search of food. In these frigid landscapes plantlife is limited to grasses and small shrubs, so a clan must hunt if it is to survive. No creature is too large; yetis, mammoths and even the mighty remorhaz are prey to the hunters of the Ruskaan, though such beasts are seldom brought down without risk. Since there is very little cover on the ice fields, sneaking up on prey is out of the question. A clan is often forced to track their prey and wear it down over time, sometimes over days or weeks, before closing in to deliver the killing blow.

To a Ruskan, the clan is everything. Without it they would have no purpose or meaning. When they come of age, Ruskaan are given a special niche to ocuppy within the clan. Each hunter specializes in tracking and killing a certain creature, carvers are masters at crafting a particular tool, a sage may be the best at interpreting signs in the clouds. These roles are not exclusive, anyone can craft a weapon and hunters especially must work together to bring down prey. But there is only one Ruskan in the clan who can track a Remorhaz through the quakes it leaves in snow, and only one that carves spears deadly enough to pierce its armoured shell with ease.

Ruskaan view the societies of most other races with disdain, seeing them as an affront to the balance of nature. To the Ruskaan, a static settlement is a tumor that, if left unchecked, will grow uncontrollably, sucking the life from everything around it. Not all clans are entirely against trading and conversing with other cultures, but even they remain guarded, careful not to let the plague of civilization spread to their own lands.

Steeped in Tradition

Ruskan society is based on ancient traditions that stretch back for hundreds of years. Though each clan has its own traditions, there are a few main customs shared by all clans. Each clan is primarily ruled by a chieftan. He or she is the strongest Ruskan in the clan and makes decisions that affect the clan as a whole, such as where the clan travels or what they hunt. Below the chieftan are the elders, old but experienced Ruskaan who handle the clan's internal matters such as assigning roles to new adults and pairing up mates. Though a chieftan is deemed superior to the elders and can overrule them, a chieftan is unlikely to stay in power for long without their support.

At the heart of all Ruskan tradition is the World Spirit. Rather than a god, the world spirit is a primordial force of nature that seeks to keep the world in balance. They believe the world spirit exists in all things; from beasts, to clouds, to the sky, to even the Ruskaan themselves, and the clan's sages constantly watch for its signs. A change in the wind could lead a clan to new hunting grounds, while a wounded animal may be a sign to wait out an approaching storm. When they die, Ruskaan believe their souls become one with the world spirit, helping it watch over the world for untold millenia to come. Though various inquiring studies have failed to uncover proof of this world spirit's existence, it cannot be denied that the Ruskaan have persisted for centuries in spite of what some experts call "An impossible way of life."

Each clan has many traditions that establish its unique identity. You can use the clan traditions table to help flesh out these traditions, which may in turn help inform your character's personality. Your character might devoulty follow all of the clan's traditions or they may disagree with them, bending or even breaking the rules when not under the scrutiny of their clanmates. Many of these traditions translate poorly onto the complex and nuanced reality beyond Ruskan borders. As a result, a Ruskan venturing into the greater world faces the challenge of interpreting these traditions outside of their original context, often without the guidance of his or her elders.

d10    Clan Traditions
1 After a kill, I leave whatever I do not use where it lies, so that it may return to nature.
2 Hunting is a sacred act between predator and prey, I will not intrude on another creature's hunt.
3 To pay my respects to a slain creature, I must make use of every part of its anatomy.
4 Humanoid, beast, aberration, does it really matter? Food is food, who am I to question the bounty of the world spirit.
5 The natural order must not be disturbed. When I leave an area, it must be left exactly as it was found.
6 Balance in all things. For each creature I kill, I must let another live.
7 For each day I spend in a single location, I must make an offering to the world spirit.
8 Disagreements are to be resolved through ritual combat.
9 To honour the gifts the world spirit has given me, I make all killing blows with my tusks.
10 Metal is an affront to the natural order, I refuse to make use of it.

Unlikely Heroes

An adventuring Ruskan is likely either an outcast or the lone survivor of a fallen clan. An isolated ruskan will struggle to survive alone in its homeland, those that do not perish inevitably make their way to more hospitable lands in order to survive. Some attempt to integrate with other societies they come across, while others keep to their nomadic roots, travelling the world alone. A Ruskan may be banished in response to the breaking of a sacred tradition, especially if there is no way for him or her to repent. To shirk one's duties is one of the highest dishonours a Ruskan can perform, such an individual is almost always outcast from the clan, since they can no longer be trusted to put the clan's needs over their own.

Some Ruskaan become separated from their clan by accident, becoming lost in a storm or caught on the wrong side of a moving glacier. Though most endeavour to reunite with their clan as soon as possible, a free spirited individual might see this as an oppourtunity to experience life outside the rigid confines of tradition. Others view it as an act of fate, a sign from the world spirit that they must make their own path in the world.

Occasionally a Ruskan is sent into the wider world with a quest in mind. This task may be as simple as aquiring an item or rescource not found on the ice fields, or it could be the result of a vague omen shown to them by the world spirit. These Ruskan are often wary of anything new they encounter, afraid they will become accustomed to life beyond the ice fields.

The Ruskan adventurers table can serve as inspiration in establishing why a Ruskan has left their clan.

d8 Reason for Adventuring
1 You were banished for breaking tradition or neglecting your duties.
2 You were banished for opposing an elder or the chieftan.
3 You were dissatisfied with the clan's traditions and absconded in the dead of night.
4 Your clan was wiped out by a mighty arctic creature.
5 Your clan was wiped out by invading humanoids or giants.
6 Your clan was wiped out by famine or the elements.
7 You became lost in a storm and were seperated from your clan.
8 You have been dispatched on a special quest by the chieftan or the elders.
9 An omen from the world spirit has lead you into foreign lands.
10 A threat beyond the capabilities of your people has forced you to seek the aid of other races

 

Ruskan Names

Ruskan children have no names and are referred to as the son or daughter of their parents. Once they reach adulthood, Ruskaan are given a title, which is a literal description of their niche within the clan. Clan names are also descriptive, though these names can be centuries old and do not always reflect the current ways of a clan. When speaking their full name, Ruskaan often insert a connective word between their title and clan name. A Ruskan titled Irmhos from clan Kaanbeerdin would call themself Irmhos lo Kaanberdin (Den-maker who follows mammoths).

Ruskan Titles: Ainfore (Night-sentry), Bernuk (Mammoth-hunter), Ichebach (ice-breaker), Kinbar (Wound-fixer), Irmhos (Den-maker), Ootuk (Seal-hunter), Ploshnot (fish-catcher), Renhash (Pelt-carver), Rhazdin (Remorhaz-tracker), Shendor (Meat-cutter), Wushfar (Wind-watcher), Yarhash (Spear-carver).

 Clan Names: Ichekundo (Walks far on ice), Kaanberdin (Follows mammoths), Ochlohess (Consumes their fallen), Ukerain (Hunts at night), Wushendas (Welcomes the storm).

 

Frankling Traits

Ruskan (Walrus-Folk) Traits Adapted to the harsh conditions of their wintry home, all Ruskaan share the following traits. Ability Score Increase Your Constitution score increases by 2, and your Wisdom score increases by 1. Age Ruskaan age slightly faster than humans, reaching maturity at around age 16. They can live to be 85 years old, however Ruskaan above the age of 60 are rare as a result of the harsh lifestyle they lead. Alignment Ruskan clans follow a strict social order with traditions going back centuries, as a result most are of a lawful alignment. They tend towards neutrality, viewing most other creatures with indifference. Some clans steer away from this middleground and can become kind-hearted peacemakers or savage pillagers. Size Ruskaan vary between 6 to 7 feet in height. They are heavy for their size, weighing anything from 320 pounds up to 500. Speed Your base walking speed is 30ft. Polar Resilience Acclimated to the freezing conditions of your homeland, you have resistance to cold damage

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